升级水插件
This commit is contained in:
@@ -1,19 +1,15 @@
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// Crest Water System
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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// Provides utility passes for rendering like clearing the stencil buffer.
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Shader "Hidden/Crest/Utility/Blit"
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Shader "Hidden/Crest/Legacy/Blit"
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{
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HLSLINCLUDE
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#pragma vertex Vertex
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#pragma fragment Fragment
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#include "UnityCG.cginc"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Utility/Legacy/Core.hlsl"
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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/Depth.hlsl"
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struct Attributes
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@@ -44,28 +40,10 @@ Shader "Hidden/Crest/Utility/Blit"
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SubShader
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{
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Cull Off ZWrite On ZTest Always
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Pass
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{
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// Copies the color texture.
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Name "Copy Color"
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ZWrite Off
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ZTest Always
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Cull Off
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HLSLPROGRAM
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TEXTURE2D_X(_CameraColorTexture);
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float4 Fragment(Varyings input) : SV_Target
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{
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// We need this when sampling a screenspace texture.
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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return LOAD_TEXTURE2D_X(_CameraColorTexture, input.positionCS.xy);
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}
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ENDHLSL
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}
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Blend Off
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Cull Off
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ZTest Always
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ZWrite Off
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Pass
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{
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@@ -73,8 +51,6 @@ Shader "Hidden/Crest/Utility/Blit"
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Name "Copy Depth / Clear Stencil"
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ZWrite On
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ZTest Always
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Cull Off
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Stencil
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{
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@@ -94,52 +70,9 @@ Shader "Hidden/Crest/Utility/Blit"
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ENDHLSL
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}
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Pass
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{
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// Clears the depth buffer without clearing the stencil.
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Name "Clear Depth"
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ZWrite On
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ZTest Always
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Cull Off
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HLSLPROGRAM
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float Fragment(Varyings input) : SV_Depth
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{
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return 0.0;
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}
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ENDHLSL
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}
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Pass
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{
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// Clears the stencil buffer without clearing depth
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Name "Clear Stencil"
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ZWrite Off
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ZTest Always
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Cull Off
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Blend Zero One
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Stencil
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{
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Ref 0
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Comp Always
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Pass Replace
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}
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HLSLPROGRAM
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float Fragment(Varyings input) : SV_Target
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{
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return 0.0;
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}
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ENDHLSL
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}
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Pass
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{
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Name "Copy"
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Blend Off
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HLSLPROGRAM
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TEXTURE2D(_Utility_MainTexture);
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@@ -150,5 +83,23 @@ Shader "Hidden/Crest/Utility/Blit"
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}
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ENDHLSL
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}
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Pass
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{
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Name "Merge Depth"
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// All is required to merge depth.
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ZTest Less
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ZWrite On
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HLSLPROGRAM
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TEXTURE2D_X(_Utility_MainTexture);
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float Fragment(Varyings input) : SV_Depth
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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return LOAD_DEPTH_TEXTURE_X(_Utility_MainTexture, input.positionCS.xy);
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}
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ENDHLSL
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}
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}
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}
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@@ -1,4 +1,4 @@
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// Crest Water System
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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// Clear specific components using a mask.
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 7c6a37fe33f609947b680abac9e850cc
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,42 @@
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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Shader "Hidden/Crest/Legacy/CaptureShadowMatrices"
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{
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SubShader
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{
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Blend Off
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ColorMask 0
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Cull Off
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ZTest Always
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ZWrite Off
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Pass
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{
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HLSLPROGRAM
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#pragma target 4.5
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#pragma vertex Vertex
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#pragma fragment Fragment
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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RWStructuredBuffer<float4x4> _Crest_WorldToShadow;
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float4x4 unity_WorldToShadow[4];
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float4 Vertex(uint id : SV_VertexID) : SV_POSITION
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{
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return GetFullScreenTriangleVertexPosition(id);
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}
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float4 Fragment(float4 pos : SV_POSITION) : SV_Target
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{
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_Crest_WorldToShadow[0] = unity_WorldToShadow[0];
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_Crest_WorldToShadow[1] = unity_WorldToShadow[1];
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_Crest_WorldToShadow[2] = unity_WorldToShadow[2];
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_Crest_WorldToShadow[3] = unity_WorldToShadow[3];
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return 0;
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}
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ENDHLSL
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}
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}
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}
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 17feb724c7e004b4e8e418931db7eff3
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,51 @@
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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Shader "Hidden/Crest/Legacy/ForceShadows"
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{
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CGINCLUDE
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#pragma vertex Vertex
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#pragma fragment Fragment
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fixed4 Vertex(fixed4 v : POSITION) : SV_POSITION
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{
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return 0;
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}
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fixed4 Fragment(fixed4 i : SV_POSITION) : SV_Target
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{
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return 0;
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}
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ENDCG
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SubShader
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{
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ZTest Always
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ZWrite Off
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ColorMask 0
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Pass
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{
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Tags
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{
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"LightMode" = "ForwardBase"
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}
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CGPROGRAM
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#pragma multi_compile_fwdbase
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ENDCG
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}
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Pass
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{
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Tags
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{
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"LightMode" = "ForwardAdd"
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}
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CGPROGRAM
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#pragma multi_compile_fwdadd_fullshadows
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ENDCG
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}
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}
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}
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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||||
guid: c9f384b6b84e943ed83161cb82d95b2e
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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||||
assetBundleVariant:
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@@ -1,4 +1,4 @@
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// Crest Water System
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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// Renders a specific slice of a 2D Texture Array
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