#ifndef WATER_INPUT_INCLUDED #define WATER_INPUT_INCLUDED #include "LWRP/ShaderLibrary/Core.hlsl" // //Screen-based textures/samplers // Texture2D _WaterDisplacementTexture;//screen-based displacement pass // //Tiling textures/samplers // sampler2D _WaterDepthMap;//The captured depth map under the water // float _MaxDepth; // float _MaxWaveHeight; CBUFFER_START(MaterialProperties) half _BumpScale; half _MaxDepth; int _DebugPass; half4 _depthCamZParams; CBUFFER_END // Effects textures TEXTURE2D(_PlanarReflectionTexture); SAMPLER(sampler_PlanarReflectionTexture); TEXTURE2D(_WaterFXMap); SAMPLER(sampler_WaterFXMap); TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture); TEXTURE2D(_WaterDepthMap); SAMPLER(sampler_WaterDepthMap); //TEXTURE2D(_CameraColorTexture); SAMPLER(sampler_CameraColorTexture); // TODO - Grabpass temp replacement // Surface textures TEXTURE2D(_AbsorptionScatteringRamp); SAMPLER(sampler_AbsorptionScatteringRamp); TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); TEXTURE2D(_FoamMap); SAMPLER(sampler_FoamMap); TEXTURE2D(_FoamBlend); SAMPLER(sampler_FoamBlend); // Must match Lightweigth ShaderGraph master node struct SurfaceData { half3 absorption; half3 scattering; half3 normal; half foam; }; #endif // WATER_INPUT_INCLUDED