// Stylized Water 3 by Staggart Creations (http://staggart.xyz) // COPYRIGHT PROTECTED UNDER THE UNITY ASSET STORE EULA (https://unity.com/legal/as-terms) // • Copying or referencing source code for the production of new asset store, or public, content is strictly prohibited! // • Uploading this file to a public repository will subject it to an automated DMCA takedown request. #ifndef WATER_INPUT_INCLUDED #define WATER_INPUT_INCLUDED CBUFFER_START(UnityPerMaterial) float4 _ShallowColor; float4 _BaseColor; half _ColorAbsorption; //float _Smoothness; //float _Metallic; float4 _IntersectionColor; uint _FogSource; float _DepthVertical; float _DepthHorizontal; float _WorldSpaceUV; float2 _NormalTiling; float _NormalSubTiling; float _NormalSpeed; float _NormalSubSpeed; half _NormalStrength; half2 _DistanceNormalsFadeDist; half _DistanceNormalsTiling; half _TranslucencyStrength; half _TranslucencyStrengthDirect; half _TranslucencyExp; half _TranslucencyCurvatureMask; half _EdgeFade; float4 _HorizonColor; half _HorizonDistance; float _SparkleIntensity; half _SparkleSize; half _SunReflectionDistortion; half _SunReflectionSize; float _SunReflectionStrength; bool _SunReflectionSharp; float _PointSpotLightReflectionStrength; half _PointSpotLightReflectionSize; half _PointSpotLightReflectionDistortion; bool _PointSpotLightReflectionSharp; float _ReflectionDistortion; float _ReflectionBlur; float _ReflectionFresnel; float _ReflectionStrength; half _ReflectionLighting; bool _PlanarReflectionsEnabled; bool _ScreenSpaceReflectionsEnabled; half _ShadowStrength; float2 _Direction; float _Speed; half _SlopeStretching; half _SlopeSpeed; half _SlopeAngleThreshold; half _SlopeAngleFalloff; half _SlopeFoam; //Foam float4 _FoamColor; float _FoamSpeed; float _FoamSubSpeed; float2 _FoamTiling; float _FoamSubTiling; half _FoamBaseAmount; half _FoamStrength; half _FoamClipping; half2 _FoamCrestMinMaxHeight; half _FoamBubblesSpread; half _FoamBubblesStrength; half _FoamDistortion; half2 _DistanceFoamFadeDist; float _DistanceFoamTiling; float _FoamTilingDynamic; float _FoamSubTilingDynamic; float _FoamSpeedDynamic; float _FoamSubSpeedDynamic; half _FoamClippingDynamic; //Intersection half _IntersectionSource; half _IntersectionLength; half _IntersectionFalloff; half _IntersectionTiling; half _IntersectionDistortion; half _IntersectionRippleDist; half _IntersectionRippleStrength; float _IntersectionRippleSpeed; half _IntersectionClipping; bool _IntersectionSharp; float _IntersectionSpeed; //Waves half _WaveHeight; float _WaveFrequency; half _WaveNormalStr; float _WaveDistance; half2 _WaveFadeDistance; float _WaveSteepness; uint _WaveMaxLayers; half4 _WaveDirection; float _WaveSpeed; half _ShoreLineWaveStr; half _ShoreLineWaveDistance; half _ShoreLineLength; //Underwater half _CausticsBrightness; half _CausticsChromance; float _CausticsTiling; half _CausticsSpeed; half _RefractionStrength; half _RefractionChromaticAberration; half _CausticsDistortion; bool _EnableDirectionalCaustics; half _UnderwaterSurfaceSmoothness; half _UnderwaterRefractionOffset; half _UnderwaterReflectionStrength; half _VertexColorTransparency; half _VertexColorWaveFlattening; half _VertexColorFoam; bool _ReceiveDynamicEffectsHeight; half _ReceiveDynamicEffectsFoam; bool _ReceiveDynamicEffectsNormal; half _WaveTint; float4 _WaveProfile_TexelSize; //#ifdef TESSELLATION_ON float _TessValue; float _TessMin; float _TessMax; //#endif CBUFFER_END #endif