// Crest Water System // Copyright © 2024 Wave Harmonic. All rights reserved. #define BUILTIN_TARGET_API 1 #define CREST_BIRP 1 #define CREST_SHADERGRAPH_CONSTANTS_H #include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Shim/Shims.hlsl" #include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/LegacySurfaceVertex.hlsl" #include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Macros.hlsl" #include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Utility/Legacy/InputsDriven.hlsl" #include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Utility/Legacy/Common.hlsl" TEXTURE2D_X(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture); m_CrestNameSpace float LoadCameraDepth(uint2 pixelCoords) { return LOAD_TEXTURE2D_X(_CameraDepthTexture, pixelCoords).r; } m_CrestNameSpaceEnd