Files
Fishing2/Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/UnderwaterBIRP.hlsl
2025-05-10 12:49:47 +08:00

29 lines
1.2 KiB
HLSL

// 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