// Stylized Water 3 by Staggart Creations (http://staggart.xyz) // COPYRIGHT PROTECTED UNDER THE UNITY ASSET STORE EULA (https://unity.com/legal/as-terms) // • Copying or referencing source code for the production of new asset store, or public, content is strictly prohibited! // • Uploading this file to a public repository will subject it to an automated DMCA takedown request. #ifndef PIPELINE_INCLUDED #define PIPELINE_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" #ifndef _DISABLE_DEPTH_TEX #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" #endif #if _REFRACTION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl" #endif // Deprecated in URP 11+ https://github.com/Unity-Technologies/Graphics/pull/2529. Keep function for backwards compatibility // Compute Normalized Device Coordinate here (this is normally done in GetVertexPositionInputs, but clip and world-space coords are done manually already) #if UNITY_VERSION >= 202110 && !defined(UNITY_SHADER_VARIABLES_FUNCTIONS_DEPRECATED_INCLUDED) float4 ComputeScreenPos(float4 positionCS) { return ComputeNormalizedDeviceCoordinates(positionCS); } #endif #endif