Heroes_of_Hiis/Assets/Polaris - Low Poly Ecosystem/Poseidon - Low Poly Water S.../Runtime/Shaders/PostProcessing/WetLensURP.shader

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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
}
}
}