portals and dash. Also a bit of terrain building and level design
This commit is contained in:
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Shader "Hidden/Poseidon/Underwater"
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{
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Properties
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{
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//_MainTex("Main Texture", 2D) = "white"{}
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_WaterLevel("Water Level", Float) = 0
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_MaxDepth("Max Depth", Float) = 30
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_SurfaceColorBoost("Surface Color Boost", Float) = 1
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_ShallowFogColor("Shallow Fog", Color) = (0,0,0,0)
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_DeepFogColor("Deep Fog", Color) = (0,0,0,0)
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_ViewDistance("ViewDistance", Float) = 10
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_CausticTex("Caustic Texture", 2D) = "black"{}
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_CausticSize("Caustic Size", Float) = 10
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_CausticStrength("Caustic Strength", Float) = 1
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_DistortionTex("Distortion Texture", 2D) = "bump"{}
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_DistortionStrength("Distortion Strength", Float) = 1
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_WaterFlowSpeed("Water Flow Speed", Float) = 1
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_NoiseTex("Noise Texture", 2D) = "black" {}
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_CameraViewDir("Camera View Dir", Vector) = (0,0,1,0)
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_CameraFov("Camera FOV", Float) = 60
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_Intensity("Intensity", Float) = 1
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}
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HLSLINCLUDE
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#undef POSEIDON_URP
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#pragma shader_feature_local CAUSTIC
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#pragma shader_feature_local DISTORTION
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
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#include "../CGIncludes/PPostProcessingCommon.cginc"
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#include "../CGIncludes/PUnderwaterCommon.cginc"
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float4 Frag(VaryingsDefault i) : SV_Target
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{
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float2 uv = i.texcoord;
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float4 result = ApplyUnderwater(uv);
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return result;
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}
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ENDHLSL
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag
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ENDHLSL
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}
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}
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}
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: d52d145ed78d68349b5258334b37dd91
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,65 @@
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Shader "Hidden/Poseidon/UnderwaterURP"
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{
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Properties
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{
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_MainTex("Main Texture", 2D) = "white"{}
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_WaterLevel("Water Level", Float) = 0
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_MaxDepth("Max Depth", Float) = 30
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_SurfaceColorBoost("Surface Color Boost", Float) = 1
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_ShallowFogColor("Shallow Fog", Color) = (0,0,0,0)
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_DeepFogColor("Deep Fog", Color) = (0,0,0,0)
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_ViewDistance("ViewDistance", Float) = 10
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_CausticTex("Caustic Texture", 2D) = "black"{}
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_CausticSize("Caustic Size", Float) = 10
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_CausticStrength("Caustic Strength", Float) = 1
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_DistortionTex("Distortion Texture", 2D) = "bump"{}
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_DistortionStrength("Distortion Strength", Float) = 1
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_WaterFlowSpeed("Water Flow Speed", Float) = 1
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_NoiseTex("Noise Texture", 2D) = "black" {}
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_CameraViewDir("Camera View Dir", Vector) = (0,0,1,0)
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_CameraFov("Camera FOV", Float) = 60
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_Intensity("Intensity", Float) = 1
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}
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HLSLINCLUDE
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#pragma shader_feature_local CAUSTIC
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#pragma shader_feature_local DISTORTION
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#define POSEIDON_SRP
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
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#include "../CGIncludes/PPostProcessingCommon.cginc"
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#include "../CGIncludes/PUnderwaterCommon.cginc"
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float4 Frag(Varyings i) : SV_Target
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{
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float2 uv = i.uv;
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float4 result = ApplyUnderwater(uv);
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return result;
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}
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ENDHLSL
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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ENDHLSL
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}
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}
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}
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@@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: bd133e8bf79c6004cbc395f2d2bb67b3
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ShaderImporter:
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externalObjects: {}
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defaultTextures:
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- _MainTex: {instanceID: 0}
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- _CausticTex: {fileID: 2800000, guid: eeacbffe8eb46d343b0d7a9189130772, type: 3}
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- _DistortionTex: {fileID: 2800000, guid: 25c43a7adff5d474291252fa203b540c, type: 3}
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,41 @@
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Shader "Hidden/Poseidon/WetLens"
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{
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Properties
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{
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//_MainTex("Main Texture", 2D) = "white"{}
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_WetLensTex("Distortion Map", 2D) = "bump"{}
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_Strength("Strength", Float) = 1
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}
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HLSLINCLUDE
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#undef POSEIDON_URP
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
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#include "../CGIncludes/PPostProcessingCommon.cginc"
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#include "../CGIncludes/PWetLensCommon.cginc"
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float4 Frag(VaryingsDefault i) : SV_Target
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{
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float2 uv = i.texcoordStereo;
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float4 color = ApplyWetLens(uv);
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return color;
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}
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ENDHLSL
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag
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ENDHLSL
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 30516261272302448add6f8b38386238
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ShaderImporter:
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externalObjects: {}
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defaultTextures:
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- _MainTex: {instanceID: 0}
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- _WetLensTex: {fileID: 2800000, guid: 4d6c193a4acebf14db2085757b1db25f, type: 3}
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,44 @@
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Shader "Hidden/Poseidon/WetLensURP"
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{
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Properties
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{
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_MainTex("Main Texture", 2D) = "white"{}
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_WetLensTex("Distortion Map", 2D) = "bump"{}
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_Strength("Strength", Float) = 1
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}
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HLSLINCLUDE
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#define POSEIDON_SRP
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
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#include "../CGIncludes/PPostProcessingCommon.cginc"
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#include "../CGIncludes/PWetLensCommon.cginc"
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float4 Frag(Varyings i) : SV_Target
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{
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float2 uv = i.uv;
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float4 color = ApplyWetLens(uv);
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return color;
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}
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ENDHLSL
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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ENDHLSL
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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||||
guid: 152f6a9ce0f44434987d3f341dc2ff5d
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ShaderImporter:
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||||
externalObjects: {}
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defaultTextures:
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- _MainTex: {instanceID: 0}
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- _WetLensTex: {fileID: 2800000, guid: 4d6c193a4acebf14db2085757b1db25f, type: 3}
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nonModifiableTextures: []
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userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
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