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Simplex noise function does not work Unity 2019.4.15f

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Hey guys so I am new to Shader codes and I have been following this tutorial on Underwater shader using perlin noise. The problem is that the image processing shader is giving me this error: 'Vincintech/UwaterImageEffect': failed to open source file: 'noiseSimplex.cginc' at line 24 (on d3d11) here is my code: Shader "Vincintech/UwaterImageEffect" { Properties { _MainTex ("Texture", 2D) = "white" {} _NoiseScale("Noise Scale",float) = 1 _NoiseFreqeuncy("Noise Frequency",float) = 1 _NoiseSpeed("Noise Speed",float) = 1 _PixelOffset("Pixel Offset", float) = 0.005 } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" #include "noiseSimplex.cginc" #define M_PI 3.1415926535897932384626433832795 uniform float _NoiseScale,_NoiseFrequency, _NoiseSpeed; struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; float4 scrPos : TEXTCOORD1; }; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.scrPOS = ComputeScreenPos(o.vertex); o.uv = v.uv; return o; } sampler2D _MainTex; fixed4 frag(v2f i) : COLOR { float3 spos = float3(i.scrPos.x,i.scrPos.y,0 * __NoiseFrequency); spos.z += _Time.x * _NoiseSpeed; float noise = _NoiseScale * ((snoise(spos) + 1) / 2); float4 noiseToDirection = float4(cos(noise*M_PI*2), sin(noise*M_PI*2),0,0); fixed4 col = fixed4(noise,noise,noise,1); fixed4 col = tex2Dproj(_MainTex, i, scrPos + normalize(noiseToDirection*_PixelOffset)); // just invert the colors // col.rgb = col.rgb; return col; } ENDCG } } }

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