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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#pragma target 4.5
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// Low appears good enough as it has filtering which is necessary when close to a shadow.
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#define SHADOW_LOW
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#define AREA_SHADOW_LOW
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// In shared SG code we target the forward pass to avoid shader compilation errors.
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#define CREST_HDRP 1
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#define SHADERPASS SHADERPASS_FORWARD
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#define CREST_HDRP_FORWARD_PASS 1
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#define CREST_SHADERGRAPH_CONSTANTS_H
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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