Pass <--- what this is?
{
CGPROGRAM
#pragma vertex vert
#pragma fragment horizontalFrag
#pragma target 4.0
fixed4 horizontalFrag(v2f input) : SV_Target
{
return BilateralBlur(input, float2(1, 0), _QuarterResDepthBuffer, QUARTER_RES_BLUR_KERNEL_SIZE, _QuarterResTexelSize.xy);
}
ENDCG
}
Good Morning! I would like to know how to use the Pass in the HLSL shader