half3 color = (refraction + caustics) * (1 - foam);
color *= Absorption((depth.x - 0.5) * depthMulti);
color += Scattering(depth.x * depthMulti) * ambient * saturate(1-length(reflection));// TODO - scattering from main light(maybe additional lights too depending on cost)
color += Scattering(depth.x * depthMulti) * ambient * (shadow * 0.5 + 0.5) * saturate(1-length(reflection));// TODO - scattering from main light(maybe additional lights too depending on cost)