// Crest Water System // Copyright © 2024 Wave Harmonic. All rights reserved. #pragma target 4.5 // Low appears good enough as it has filtering which is necessary when close to a shadow. #define SHADOW_LOW #define AREA_SHADOW_LOW // In shared SG code we target the forward pass to avoid shader compilation errors. #define CREST_HDRP 1 #define SHADERPASS SHADERPASS_FORWARD #define CREST_HDRP_FORWARD_PASS 1 #define CREST_SHADERGRAPH_CONSTANTS_H #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"