修改水
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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// Constants for shader graph. For example, we can force shader features when we have yet to make a keyword for it in
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// shader graph.
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// This file must be included before all other includes. And it must be done for every node. This is due to #ifndef
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// limiting includes from being evaluated once, and we cannot specify the order because shader graph does this.
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#ifndef CREST_SHADERGRAPH_CONSTANTS_H
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#define CREST_SHADERGRAPH_CONSTANTS_H
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#ifdef UNIVERSAL_PIPELINE_CORE_INCLUDED
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#define CREST_URP 1
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#if (SHADERPASS == SHADERPASS_SHADOWCASTER)
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#define CREST_SHADOWPASS 1
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#endif
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#if _SURFACE_TYPE_TRANSPARENT
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#define d_Transparent 1
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#endif
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#elif BUILTIN_TARGET_API
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#define CREST_BIRP 1
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Utility/Legacy/InputsDriven.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Utility/Legacy/Common.hlsl"
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#if _BUILTIN_SURFACE_TYPE_TRANSPARENT
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#define d_Transparent 1
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#endif
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// SHADERPASS is currently broken:
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// https://forum.unity.com/threads/built-in-renderer-shaderpass-include-in-wrong-place.1444156/
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// #if (SHADERPASS == SHADERPASS_SHADOWCASTER)
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// #define CREST_SHADOWPASS 1
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// #endif
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#else
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// HDRP does not appear to have a reliable keyword to target.
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#define CREST_HDRP 1
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#if _SURFACE_TYPE_TRANSPARENT
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#define d_Transparent 1
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#endif
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#if (SHADERPASS == SHADERPASS_SHADOWS)
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#define CREST_SHADOWPASS 1
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#endif
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#endif
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#if defined(CREST_HDRP) && (SHADERPASS == SHADERPASS_FORWARD)
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#define CREST_HDRP_FORWARD_PASS 1
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#endif
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#endif // CREST_SHADERGRAPH_CONSTANTS_H
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