- Enabled Depth Texture to make sure it is created for use with the outline shader
- Set MSAA 2x so that a Depth Pre-pass is created, this makes sure the depth textrure for opaques is not a frame old
- Switched Color Grading mode to LDR as this is more performant and the visual trade off is generally worth the performance improvements
* Alternative water shader proposition
* Unlit water shader and add shadow
- Unlit water shader
- Add shadow as done in Toon shader
- Add vertex displacement like done in dickmendra shader
- Change the showcase water plane to intersect with the rock close to it to see foam
* Shader clean up
* Water shader improvements
- Water effect distance cut off
- Expose light probe contribution
- Control surface shadow intensity
* Small tweaks to showcase scene
* Water shader fixes
* Showcase water
* Small tweaks
Co-authored-by: Ciro Continisio <ciro@unity3d.com>