[M] edge foam display diff by pos
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@@ -48,7 +48,7 @@ Material:
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _IntersectionNoise:
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m_Texture: {fileID: 0}
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m_Texture: {fileID: 2800000, guid: 6e4f6abf9612841adaf37e0d026dd5a4, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MainTex:
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@@ -106,13 +106,13 @@ Material:
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- _Glossiness: 0
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- _GlossyReflections: 0
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- _HorizonDistance: 26.6
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- _IntersectionClipping: 0.5
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- _IntersectionDurationMulti1: 0.5
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- _IntersectionDurationMulti2: 0.5
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- _IntersectionClipping: 0.721
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- _IntersectionDurationMulti1: 3.48
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- _IntersectionDurationMulti2: 0.76
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- _IntersectionFalloff: 0.525
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- _IntersectionLength: 2
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- _IntersectionSpeed: 1
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- _IntersectionTiling: 0.2
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- _IntersectionLength: 1.46
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- _IntersectionSpeed: -0.2
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- _IntersectionTiling: 1.3
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- _Metallic: 0
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- _OcclusionStrength: 1
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- _Parallax: 0.005
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@@ -148,6 +148,7 @@ Material:
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- _Direction: {r: 1, g: 1, b: 0, a: 0}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _HorizonColor: {r: 0.09376113, g: 0.10980392, b: 0.32156864, a: 1}
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- _IntersectionColor: {r: 1, g: 1, b: 1, a: 1}
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- _ShallowColor: {r: 0.105882354, g: 0.4117647, b: 0.62352943, a: 0.9019608}
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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- _WaveDirection: {r: 1, g: 1, b: 1, a: 2}
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@@ -107,11 +107,11 @@ Material:
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- _GlossyReflections: 0
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- _HorizonDistance: 26.6
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- _InterscetionSpeed: 1
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- _IntersectionClipping: 0.717
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- _IntersectionClipping: 0.741
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- _IntersectionDurationMulti: 1
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- _IntersectionDurationMulti1: 3.45
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- _IntersectionDurationMulti2: 1.45
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- _IntersectionFalloff: 0.368
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- _IntersectionFalloff: 0.5
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- _IntersectionLength: 1.43
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- _IntersectionSpeed: -0.21
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- _IntersectionTiling: 1.27
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@@ -102,8 +102,8 @@ float4 ForwardPassFragment(Varyings input) : SV_Target
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float interSecGradient = 1-saturate(exp(scene.verticalDepth) / _IntersectionLength);
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float sine1 = sin(_TimeParameters.x * _IntersectionDurationMulti1 - interSecGradient );
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float sine2 = sin(_TimeParameters.x * _IntersectionDurationMulti2 - interSecGradient );
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float sine1 = sin(_TimeParameters.x * _IntersectionDurationMulti1 + positionWS.x - interSecGradient );
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float sine2 = sin(_TimeParameters.x * _IntersectionDurationMulti2 + positionWS.z - interSecGradient );
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float sine = sine1 * sine2 * interSecGradient;
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float2 nUV = positionWS.xz * _IntersectionTiling;
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@@ -164,8 +164,7 @@ float4 ForwardPassFragment(Varyings input) : SV_Target
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// =================== Make ApplyLight simple =========================
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finalColor = lerp(scene.color, finalColor, water.fog + interSecGradient);
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finalColor = lerp(scene.color, finalColor, 1);
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finalColor = lerp(scene.color, finalColor, water.fog + noise);
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return float4(finalColor, water.alpha);
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}
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