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