//Stylized Water 2 //Staggart Creations (http://staggart.xyz) //Copyright protected under Unity Asset Store EULA TEXTURE2D(_IntersectionNoise); SAMPLER(sampler_IntersectionNoise); TEXTURE2D(_DepthTex); CBUFFER_START(UnityPerMaterial) float4 _ShallowColor; float4 _BaseColor; half _ColorAbsorption; //float _Smoothness; //float _Metallic; float4 _IntersectionColor; float _DepthVertical; float _DepthHorizontal; float _DepthExp; float _WorldSpaceUV; float2 _NormalTiling; float _NormalSubTiling; float _NormalSpeed; float _NormalSubSpeed; half _NormalStrength; half2 _DistanceNormalsFadeDist; half _DistanceNormalsTiling; half _TranslucencyStrength; half _TranslucencyStrengthDirect; half _TranslucencyExp; half _TranslucencyCurvatureMask; half _EdgeFade; float _WaveSpeed; float4 _HorizonColor; half _HorizonDistance; float _SparkleIntensity; half _SparkleSize; half _SunReflectionDistortion; half _SunReflectionSize; float _SunReflectionStrength; float _PointSpotLightReflectionStrength; half _PointSpotLightReflectionSize; half _PointSpotLightReflectionDistortion; float _ReflectionDistortion; float _ReflectionBlur; float _ReflectionFresnel; float _ReflectionStrength; half _ReflectionLighting; half _PlanarReflectionsEnabled; half _ShadowStrength; float2 _Direction; float _Speed; half _SlopeStretching; half _SlopeSpeed; half _SlopeAngleThreshold; half _SlopeAngleFalloff; half _SlopeFoam; //Foam float4 _FoamColor; float _FoamSpeed; float _FoamSubSpeed; float2 _FoamTiling; float _FoamSubTiling; half _FoamBaseAmount; half _FoamClipping; half _FoamWaveAmount; half _FoamDistortion; float _FoamTilingDynamic; float _FoamSubTilingDynamic; float _FoamSpeedDynamic; float _FoamSubSpeedDynamic; //Intersection half _IntersectionSource; half _IntersectionLength; half _IntersectionFalloff; half _IntersectionTiling; half _IntersectionDistortion; half _IntersectionRippleDist; half _IntersectionRippleStrength; half _IntersectionClipping; float _IntersectionSpeed; //Waves half _WaveHeight; half _WaveNormalStr; float _WaveDistance; half2 _WaveFadeDistance; float _WaveSteepness; uint _WaveCount; half4 _WaveDirection; half _ShoreLineWaveStr; half _ShoreLineWaveDistance; half _ShoreLineLength; //Underwater half _CausticsBrightness; half _CausticsChromance; float _CausticsTiling; half _CausticsSpeed; half _RefractionStrength; half _RefractionChromaticAberration; half _CausticsDistortion; half _UnderwaterSurfaceSmoothness; half _UnderwaterRefractionOffset; half _VertexColorDepth; half _VertexColorWaveFlattening; half _VertexColorFoam; bool _ReceiveDynamicEffects; half _WaveTint; #ifdef TESSELLATION_ON float _TessValue; float _TessMin; float _TessMax; #endif CBUFFER_END