升级水插件
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@@ -21,7 +21,7 @@ Shader "Hidden/Crest/Underwater/Water Surface Mask"
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Stencil
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{
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Ref [_StencilRef]
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Ref [_Crest_StencilReference]
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Comp [_Crest_StencilComparison]
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}
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@@ -31,7 +31,7 @@ Shader "Hidden/Crest/Underwater/Water Surface Mask"
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// for VFACE
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#pragma target 3.0
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#pragma multi_compile_local __ d_Tunnel
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#pragma multi_compile_local_fragment __ d_Tunnel
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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@@ -42,9 +42,8 @@ Shader "Hidden/Crest/Underwater/Water Surface Mask"
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Pass
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{
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Name "Water Surface Mask (Depth Only)"
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Name "Water Surface Mask (Negative Volume)"
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Cull Off
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ColorMask 0
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HLSLPROGRAM
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#pragma vertex Vertex
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@@ -52,7 +51,9 @@ Shader "Hidden/Crest/Underwater/Water Surface Mask"
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// for VFACE
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#pragma target 3.0
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#define m_Discard discard
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#define m_Return discard
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#define d_Crest_NegativeVolumePass 1
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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@@ -63,26 +64,21 @@ Shader "Hidden/Crest/Underwater/Water Surface Mask"
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Pass
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{
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Name "Water Horizon Mask"
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Cull Off
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ZWrite Off
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// Horizon must be rendered first or it will overwrite the mask with incorrect values. ZTest not needed.
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ZTest Always
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Stencil
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{
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Ref [_StencilRef]
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Comp [_Crest_StencilComparison]
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}
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Name "Water Surface Data"
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Cull Back
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HLSLPROGRAM
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#pragma vertex Vertex
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#pragma fragment Fragment
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#pragma target 3.0
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#define d_LodInput 1
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/MaskHorizon.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Mask.hlsl"
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ENDHLSL
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}
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}
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@@ -105,7 +101,7 @@ Shader "Hidden/Crest/Underwater/Water Surface Mask"
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Stencil
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{
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Ref [_StencilRef]
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Ref [_Crest_StencilReference]
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Comp [_Crest_StencilComparison]
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}
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@@ -115,7 +111,7 @@ Shader "Hidden/Crest/Underwater/Water Surface Mask"
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// for VFACE
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#pragma target 3.0
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#pragma multi_compile_local __ d_Tunnel
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#pragma multi_compile_local_fragment __ d_Tunnel
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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@@ -125,9 +121,8 @@ Shader "Hidden/Crest/Underwater/Water Surface Mask"
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Pass
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{
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Name "Water Surface Mask (Depth Only)"
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Name "Water Surface Mask (Negative Volume)"
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Cull Off
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ColorMask 0
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HLSLPROGRAM
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#pragma vertex Vertex
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@@ -135,7 +130,9 @@ Shader "Hidden/Crest/Underwater/Water Surface Mask"
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// for VFACE
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#pragma target 3.0
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#define m_Discard discard
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#define m_Return discard
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#define d_Crest_NegativeVolumePass 1
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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@@ -145,25 +142,20 @@ Shader "Hidden/Crest/Underwater/Water Surface Mask"
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Pass
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{
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Name "Water Horizon Mask"
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Cull Off
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ZWrite Off
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// Horizon must be rendered first or it will overwrite the mask with incorrect values. ZTest not needed.
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ZTest Always
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Stencil
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{
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Ref [_StencilRef]
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Comp [_Crest_StencilComparison]
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}
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Name "Water Surface Data"
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Cull Back
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HLSLPROGRAM
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#pragma vertex Vertex
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#pragma fragment Fragment
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#pragma target 3.0
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#define d_LodInput 1
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/MaskHorizon.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Mask.hlsl"
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ENDHLSL
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}
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}
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@@ -179,75 +171,62 @@ Shader "Hidden/Crest/Underwater/Water Surface Mask"
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Stencil
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{
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Ref [_StencilRef]
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Ref [_Crest_StencilReference]
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Comp [_Crest_StencilComparison]
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}
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CGPROGRAM
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HLSLPROGRAM
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#pragma vertex Vertex
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#pragma fragment Fragment
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// for VFACE
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#pragma target 3.0
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#pragma multi_compile_local __ d_Tunnel
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#include "UnityCG.cginc"
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#pragma multi_compile_local_fragment __ d_Tunnel
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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/Volume/Mask.hlsl"
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ENDCG
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ENDHLSL
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}
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Pass
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{
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Name "Water Surface Mask (Depth Only)"
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Name "Water Surface Mask (Negative Volume)"
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Cull Off
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ColorMask 0
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CGPROGRAM
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HLSLPROGRAM
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#pragma vertex Vertex
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#pragma fragment Fragment
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// for VFACE
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#pragma target 3.0
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#define m_Discard discard
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#define m_Return discard
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#include "UnityCG.cginc"
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#define d_Crest_NegativeVolumePass 1
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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/Volume/Mask.hlsl"
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ENDCG
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ENDHLSL
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}
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Pass
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{
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Name "Water Horizon Mask"
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Cull Off
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ZWrite Off
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// Horizon must be rendered first or it will overwrite the mask with incorrect values. ZTest not needed.
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ZTest Always
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Name "Water Surface Data"
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Cull Back
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Stencil
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{
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Ref [_StencilRef]
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Comp [_Crest_StencilComparison]
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}
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CGPROGRAM
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HLSLPROGRAM
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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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#pragma target 3.0
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#define d_LodInput 1
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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/Volume/MaskHorizon.hlsl"
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ENDCG
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Mask.hlsl"
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ENDHLSL
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}
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}
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}
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