using UnityEngine.Rendering.Universal; #if HAS_VFX_GRAPH namespace UnityEditor.VFX.URP { class VFXURPSubOutput : VFXSRPSubOutput { //URP only support motion vector on opaque geometry (with or without ShaderGraph) public override bool supportsMotionVector => owner.isBlendModeOpaque; public override string GetRenderPipelineTagStr() { return UniversalRenderPipeline.k_ShaderTagName; } } } #endif