2026-06-09 룸 프로토타입 디자인 (진행중)
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Assets/Stylized Water 3/Shaders/Libraries/URP.hlsl
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Assets/Stylized Water 3/Shaders/Libraries/URP.hlsl
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// Stylized Water 3 by Staggart Creations (http://staggart.xyz)
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// COPYRIGHT PROTECTED UNDER THE UNITY ASSET STORE EULA (https://unity.com/legal/as-terms)
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// • Copying or referencing source code for the production of new asset store, or public, content is strictly prohibited!
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// • Uploading this file to a public repository will subject it to an automated DMCA takedown request.
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#ifndef PIPELINE_INCLUDED
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#define PIPELINE_INCLUDED
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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/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
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#ifndef _DISABLE_DEPTH_TEX
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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#endif
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#if _REFRACTION
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl"
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#endif
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// Deprecated in URP 11+ https://github.com/Unity-Technologies/Graphics/pull/2529. Keep function for backwards compatibility
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// Compute Normalized Device Coordinate here (this is normally done in GetVertexPositionInputs, but clip and world-space coords are done manually already)
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#if UNITY_VERSION >= 202110 && !defined(UNITY_SHADER_VARIABLES_FUNCTIONS_DEPRECATED_INCLUDED)
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float4 ComputeScreenPos(float4 positionCS)
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{
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return ComputeNormalizedDeviceCoordinates(positionCS);
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}
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#endif
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#endif
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