[M] remove input UV
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@@ -3,11 +3,12 @@
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#define WATER_COMMON_INCLUDED
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//As per the "Shader" section of the documentation, this is primarily used for synchronizing animations in networked applications.
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#define TIME_FRAG_INPUT input.uv.z
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#define TIME_VERTEX_OUTPUT output.uv.z
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//#define TIME_FRAG_INPUT input.uv.z
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//#define TIME_VERTEX_OUTPUT output.uv.z
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#define TIME ((TIME_FRAG_INPUT * _Speed) * -_Direction.xy)
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#define TIME_VERTEX ((TIME_VERTEX_OUTPUT * _Speed) * -_Direction.xy)
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//#define TIME ((TIME_FRAG_INPUT * _Speed) * -_Direction.xy)
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//#define TIME_VERTEX ((TIME_VERTEX_OUTPUT * _Speed) * -_Direction.xy)
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#define TIME_VERTEX ((_TimeParameters.x * _Speed) * -_Direction.xy)
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#define HORIZONTAL_DISPLACEMENT_SCALAR 0.01
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#define UP_VECTOR float3(0,1,0)
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@@ -2,7 +2,6 @@
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struct Attributes
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{
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float4 positionOS : POSITION;
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float4 uv : TEXCOORD0;
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float4 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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@@ -11,8 +10,6 @@ struct Attributes
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struct Varyings
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{
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float4 uv : TEXCOORD0;
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half4 fogFactorAndVertexLight : TEXCOORD1; // x: fogFactor, yzw: vertex light
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//wPos.x in w-component
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@@ -37,18 +34,12 @@ Varyings LitPassVertex(Attributes input)
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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output.uv.xy = input.uv.xy;
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output.uv.z = _TimeParameters.x;
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output.uv.w = 0;
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float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS.xyz, input.tangentOS);
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float2 uv = positionWS.xz;
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//WaveInfo waves = GetWaveInfo(uv, TIME_VERTEX * _WaveSpeed, _WaveHeight, lerp(1, 0, vertexColor.b), _WaveFadeDistance.x, _WaveFadeDistance.y);
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WaveInfo waves = GetWaveInfo(uv, TIME_VERTEX * _WaveSpeed, _WaveHeight, 1, _WaveFadeDistance.x, _WaveFadeDistance.y);
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WaveInfo waves = GetWaveInfo(positionWS.xz, TIME_VERTEX * _WaveSpeed, _WaveHeight, 1, _WaveFadeDistance.x, _WaveFadeDistance.y);
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//waves.normal = normalInput.normalWS;
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//waves.position = 0;
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