Shader "Hidden/Poseidon/WetLensURP" { Properties { _MainTex("Main Texture", 2D) = "white"{} _WetLensTex("Distortion Map", 2D) = "bump"{} _Strength("Strength", Float) = 1 } HLSLINCLUDE #define POSEIDON_SRP #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl" #include "../CGIncludes/PPostProcessingCommon.cginc" #include "../CGIncludes/PWetLensCommon.cginc" float4 Frag(Varyings i) : SV_Target { float2 uv = i.uv; float4 color = ApplyWetLens(uv); return color; } ENDHLSL SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag ENDHLSL } } }