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

27 lines
868 B
HLSL

// 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