CapersProject/Assets/StylizedWater2/Shaders/Libraries/Input.hlsl
2024-08-06 16:37:03 +09:00

128 lines
2.7 KiB
HLSL

//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