Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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#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