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45 行
1.2 KiB
45 行
1.2 KiB
#ifndef WATER_INPUT_INCLUDED
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#define WATER_INPUT_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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CBUFFER_START(UnityPerMaterial)
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half _BumpScale;
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CBUFFER_END
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half _MaxDepth;
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half _MaxWaveHeight;
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int _DebugPass;
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half4 _depthCamZParams;
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float4x4 _InvViewProjection;
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half4 _DitherPattern_TexelSize;
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// Screen Effects textures
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SAMPLER(sampler_ScreenTextures_linear_clamp);
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#if defined(_REFLECTION_PLANARREFLECTION)
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TEXTURE2D(_PlanarReflectionTexture);
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#elif defined(_REFLECTION_CUBEMAP)
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TEXTURECUBE(_CubemapTexture);
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SAMPLER(sampler_CubemapTexture);
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#endif
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TEXTURE2D(_WaterFXMap);
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TEXTURE2D(_CameraDepthTexture);
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TEXTURE2D(_CameraOpaqueTexture); SAMPLER(sampler_CameraOpaqueTexture_linear_clamp);
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TEXTURE2D(_WaterDepthMap); SAMPLER(sampler_WaterDepthMap_linear_clamp);
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// Surface textures
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TEXTURE2D(_AbsorptionScatteringRamp); SAMPLER(sampler_AbsorptionScatteringRamp);
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TEXTURE2D(_SurfaceMap); SAMPLER(sampler_SurfaceMap);
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TEXTURE2D(_FoamMap); SAMPLER(sampler_FoamMap);
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TEXTURE2D(_DitherPattern); SAMPLER(sampler_DitherPattern);
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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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