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#ifndef WATER_INPUT_INCLUDED
#define WATER_INPUT_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
CBUFFER_START(UnityPerMaterial)
half _BumpScale;
half4 _DitherPattern_TexelSize;
CBUFFER_END
half _MaxDepth;
half _MaxWaveHeight;
int _DebugPass;
half4 _VeraslWater_DepthCamParams;
float4x4 _InvViewProjection;
// Screen Effects textures
SAMPLER(sampler_ScreenTextures_linear_clamp);
#if defined(_REFLECTION_PLANARREFLECTION)
TEXTURE2D(_PlanarReflectionTexture);
#elif defined(_REFLECTION_CUBEMAP)
TEXTURECUBE(_CubemapTexture);
SAMPLER(sampler_CubemapTexture);
#endif
TEXTURE2D(_WaterFXMap);
TEXTURE2D(_CameraDepthTexture);
TEXTURE2D(_CameraOpaqueTexture); SAMPLER(sampler_CameraOpaqueTexture_linear_clamp);
TEXTURE2D(_WaterDepthMap); SAMPLER(sampler_WaterDepthMap_linear_clamp);
// Surface textures
TEXTURE2D(_AbsorptionScatteringRamp); SAMPLER(sampler_AbsorptionScatteringRamp);
TEXTURE2D(_SurfaceMap); SAMPLER(sampler_SurfaceMap);
TEXTURE2D(_FoamMap); SAMPLER(sampler_FoamMap);
TEXTURE2D(_DitherPattern); SAMPLER(sampler_DitherPattern);
struct WaterSurfaceData
{
half3 absorption;
half3 scattering;
half3 normal;
half foam;
};
#endif // WATER_INPUT_INCLUDED