备份CatanBuilding瘦身独立工程
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69
LocalPackages/zzwater/shaders/libs/Input.hlsl
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69
LocalPackages/zzwater/shaders/libs/Input.hlsl
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TEXTURE2D(_IntersectionNoise);
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SAMPLER(sampler_IntersectionNoise);
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TEXTURE2D(_CausticsTex);
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SAMPLER(sampler_CausticsTex);
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CBUFFER_START(UnityPerMaterial)
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float2 _Direction;
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float _Speed;
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half _AmbientStrength;
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#ifdef TESSELLATION_ON
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float _TessValue;
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float _TessMin;
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float _TessMax;
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#endif
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//Color + Transparency
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half4 _BaseColor;
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half4 _ShallowColor;
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float4 _HorizonColor;
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half _HorizonDistance;
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float _DepthVertical;
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float _DepthHorizontal;
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half _EdgeFade;
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half _TranslucencyStrengthDirect;
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//Reflection + Refraction
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float _ReflectionBlur;
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float _ReflectionFresnel;
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float _ReflectionStrength;
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float _RefractionStrength;
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//Intercection
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float4 _IntersectionColor;
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float _IntersectionLength;
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half _IntersectionTiling;
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half _IntersectionSpeed;
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half2 _IntersectionClipping;
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half _IntersectionFalloff;
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// Wave foam
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half _WaveMesureMin;
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half _WaveMesureMax;
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half2 _WaveFoamClipping;
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// Caustics
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half _CausticsBrightness;
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float _CausticsTiling;
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half _CausticsSpeed;
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half2 _CausticsClipping;
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//Waves
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float _WaveSpeed;
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half _WaveHeight;
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half _WaveNormalStr;
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float _WaveDistance;
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half2 _WaveFadeDistance;
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float _WaveSteepness;
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uint _WaveCount;
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half4 _WaveDirection;
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CBUFFER_END
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