#ifndef WATER_INPUT_INCLUDED #define WATER_INPUT_INCLUDED #include "LWRP/ShaderLibrary/Core.hlsl" CBUFFER_START(MaterialProperties) half _BumpScale; half _MaxDepth; half _MaxWaveHeight; int _DebugPass; half4 _depthCamZParams; float4x4 _InvViewProjection; CBUFFER_END // 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); TEXTURE2D(_WaterDepthMap); SAMPLER(sampler_WaterDepthMap_linear_clamp); // Surface textures TEXTURE2D(_AbsorptionScatteringRamp); SAMPLER(sampler_AbsorptionScatteringRamp); TEXTURE2D_ARRAY(_SurfaceMap); SAMPLER(sampler_SurfaceMap); TEXTURE2D(_FoamMap); SAMPLER(sampler_FoamMap); // Must match Lightweigth ShaderGraph master node struct SurfaceData { half3 absorption; half3 scattering; half3 normal; half foam; }; #endif // WATER_INPUT_INCLUDED