Files
MinFt/Client/LocalPackages/zzwater/shaders/libs/Input.hlsl
2026-04-27 12:07:32 +08:00

70 lines
1.3 KiB
HLSL

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