// Crest Water System // Copyright © 2024 Wave Harmonic. All rights reserved. Shader "Hidden/Crest/Legacy/CaptureShadowMatrices" { SubShader { Blend Off ColorMask 0 Cull Off ZTest Always ZWrite Off Pass { HLSLPROGRAM #pragma target 4.5 #pragma vertex Vertex #pragma fragment Fragment #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" RWStructuredBuffer _Crest_WorldToShadow; float4x4 unity_WorldToShadow[4]; float4 Vertex(uint id : SV_VertexID) : SV_POSITION { return GetFullScreenTriangleVertexPosition(id); } float4 Fragment(float4 pos : SV_POSITION) : SV_Target { _Crest_WorldToShadow[0] = unity_WorldToShadow[0]; _Crest_WorldToShadow[1] = unity_WorldToShadow[1]; _Crest_WorldToShadow[2] = unity_WorldToShadow[2]; _Crest_WorldToShadow[3] = unity_WorldToShadow[3]; return 0; } ENDHLSL } } }