TEXTURE2D(_IntersectionNoise); SAMPLER(sampler_IntersectionNoise); TEXTURE2D(_CausticsTex); SAMPLER(sampler_CausticsTex); CBUFFER_START(UnityPerMaterial) float2 _Direction; float _Speed; half _AmbientStrength; #ifdef TESSELLATION_ON float _TessValue; float _TessMin; float _TessMax; #endif //Color + Transparency half4 _BaseColor; half4 _ShallowColor; float4 _HorizonColor; half _HorizonDistance; float _DepthVertical; float _DepthHorizontal; half _EdgeFade; half _TranslucencyStrengthDirect; //Reflection + Refraction float _ReflectionBlur; float _ReflectionFresnel; float _ReflectionStrength; float _RefractionStrength; //Intercection float4 _IntersectionColor; float _IntersectionLength; half _IntersectionTiling; half _IntersectionSpeed; half2 _IntersectionClipping; half _IntersectionFalloff; // Wave foam half _WaveMesureMin; half _WaveMesureMax; half2 _WaveFoamClipping; // Caustics half _CausticsBrightness; float _CausticsTiling; half _CausticsSpeed; half2 _CausticsClipping; //Waves float _WaveSpeed; half _WaveHeight; half _WaveNormalStr; float _WaveDistance; half2 _WaveFadeDistance; float _WaveSteepness; uint _WaveCount; half4 _WaveDirection; CBUFFER_END