OldBlueWater/BlueWater/Assets/StylizedWater2/Shaders/Libraries/Caustics.hlsl

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#if defined(DIRECTIONAL_CAUSTICS)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/NormalReconstruction.hlsl"
#endif
TEXTURE2D(_CausticsTex);
SAMPLER(sampler_CausticsTex);
float3 SampleCaustics(float2 uv, float2 time, float tiling)
{
float3 caustics1 = SAMPLE_TEXTURE2D(_CausticsTex, sampler_CausticsTex, uv * tiling + (time.xy)).rgb;
float3 caustics2 = SAMPLE_TEXTURE2D(_CausticsTex, sampler_CausticsTex, (uv * tiling * 0.8) - (time.xy)).rgb;
#if UNITY_COLORSPACE_GAMMA
caustics1 = SRGBToLinear(caustics1);
caustics2 = SRGBToLinear(caustics2);
#endif
float3 caustics = min(caustics1, caustics2);
#if HQ_CAUSTICS
float3 caustics3 = SAMPLE_TEXTURE2D(_CausticsTex, sampler_CausticsTex, (uv * tiling * 0.6) + (time.xy * 1.2)).rgb * 1;
float3 caustics4 = SAMPLE_TEXTURE2D(_CausticsTex, sampler_CausticsTex, (uv * tiling * 0.55) - (time.xy * 1.2)).rgb * 1;
caustics4 = min(caustics3, caustics4);
caustics = min(caustics, caustics4) * 2.0;
#endif
#if WAVE_SIMULATION
SampleWaveCaustics(float3(uv.x, 0, uv.y), caustics);
#endif
return caustics;
}