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