[M] foam add color
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@@ -107,11 +107,11 @@ Material:
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- _GlossyReflections: 0
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- _GlossyReflections: 0
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- _HorizonDistance: 26.6
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- _HorizonDistance: 26.6
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- _InterscetionSpeed: 1
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- _InterscetionSpeed: 1
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- _IntersectionClipping: 0.741
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- _IntersectionClipping: 0.735
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- _IntersectionDurationMulti: 1
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- _IntersectionDurationMulti: 1
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- _IntersectionDurationMulti1: 3.45
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- _IntersectionDurationMulti1: 3.45
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- _IntersectionDurationMulti2: 1.45
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- _IntersectionDurationMulti2: 1.45
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- _IntersectionFalloff: 0.5
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- _IntersectionFalloff: 0.451
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- _IntersectionLength: 1.43
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- _IntersectionLength: 1.43
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- _IntersectionSpeed: -0.21
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- _IntersectionSpeed: -0.21
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- _IntersectionTiling: 1.27
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- _IntersectionTiling: 1.27
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@@ -111,10 +111,10 @@ float4 ForwardPassFragment(Varyings input) : SV_Target
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float noise = SAMPLE_TEXTURE2D(_IntersectionNoise, sampler_IntersectionNoise, nUV + TIME_VERTEX/_IntersectionTiling * _IntersectionSpeed).r;
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float noise = SAMPLE_TEXTURE2D(_IntersectionNoise, sampler_IntersectionNoise, nUV + TIME_VERTEX/_IntersectionTiling * _IntersectionSpeed).r;
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noise = saturate(noise + sine) * dist + dist;
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noise = saturate(noise + sine) * dist + dist;
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//noise = smoothstep(_IntersectionClipping, 1, noise);
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noise = smoothstep(_IntersectionClipping, 1, noise);
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noise = step(_IntersectionClipping, noise);
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//noise = step(_IntersectionClipping, noise);
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//water.albedo.rgb = lerp(water.albedo.rgb, _IntersectionColor.rgb, noise);
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water.albedo.rgb = lerp(water.albedo.rgb, _IntersectionColor.rgb, noise);
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water.alpha = saturate(water.alpha + interSecGradient);
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water.alpha = saturate(water.alpha + interSecGradient);
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