// Crest Water System // Copyright © 2024 Wave Harmonic. All rights reserved. #pragma multi_compile_fragment _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile_fragment _ _SHADOWS_SOFT #define CREST_URP 1 #define CREST_SHADERGRAPH_CONSTANTS_H #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" TEXTURE2D_X(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture); #include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Macros.hlsl" m_CrestNameSpace // Shim as HDRP uses this. float LoadCameraDepth(uint2 pixelCoords) { return LOAD_TEXTURE2D_X(_CameraDepthTexture, pixelCoords).r; } m_CrestNameSpaceEnd