#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); // Must match Lightweigth ShaderGraph master node struct SurfaceData { half3 absorption; half3 scattering; half3 normal; half foam; }; #endif // WATER_INPUT_INCLUDED