#ifndef VRS_MAINTEX_INCLUDED #define VRS_MAINTEX_INCLUDED #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureXR.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Vrs/Shaders/VrsShadingRates.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GlobalSamplers.hlsl" TEXTURE2D_X(_VrsMainTex); StructuredBuffer _VrsMainTexLut; float4 LoadVrsMainTex(uint2 tid) { return LOAD_TEXTURE2D_X(_VrsMainTex, tid); } float4 SampleVrsMainTexFromCoords(float2 coords) { return SAMPLE_TEXTURE2D_X_LOD(_VrsMainTex, sampler_PointClamp, coords, 0); } #endif // VRS_MAINTEX_INCLUDED