Shader "Hidden/Poseidon/WetLens" { Properties { //_MainTex("Main Texture", 2D) = "white"{} _WetLensTex("Distortion Map", 2D) = "bump"{} _Strength("Strength", Float) = 1 } HLSLINCLUDE #undef POSEIDON_URP #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl" #include "../CGIncludes/PPostProcessingCommon.cginc" #include "../CGIncludes/PWetLensCommon.cginc" float4 Frag(VaryingsDefault i) : SV_Target { float2 uv = i.texcoordStereo; float4 color = ApplyWetLens(uv); return color; } ENDHLSL SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma vertex VertDefault #pragma fragment Frag ENDHLSL } } }