Add water system package
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Shader "BoatAttack/Water"
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{
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Properties
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{
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_BumpScale("Detail Wave Amount", Range(0, 2)) = 0.2//fine detail multiplier
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_DitherPattern ("Dithering Pattern", 2D) = "bump" {}
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[Toggle(_STATIC_SHADER)] _Static ("Static", Float) = 0
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[KeywordEnum(Off, SSS, Refraction, Reflection, Normal, Fresnel, WaterEffects, Foam, WaterDepth)] _Debug ("Debug mode", Float) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Transparent" "Queue"="Transparent-100" "RenderPipeline" = "UniversalPipeline" }
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ZWrite On
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Pass
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{
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Name "WaterShading"
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Tags{"LightMode" = "UniversalForward"}
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HLSLPROGRAM
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#pragma prefer_hlslcc gles
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/////////////////SHADER FEATURES//////////////////
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#pragma shader_feature _REFLECTION_CUBEMAP _REFLECTION_PROBES _REFLECTION_PLANARREFLECTION
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#pragma multi_compile _ USE_STRUCTURED_BUFFER
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#pragma multi_compile _ _STATIC_SHADER
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#pragma shader_feature _DEBUG_OFF _DEBUG_SSS _DEBUG_REFRACTION _DEBUG_REFLECTION _DEBUG_NORMAL _DEBUG_FRESNEL _DEBUG_WATEREFFECTS _DEBUG_FOAM _DEBUG_WATERDEPTH
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// -------------------------------------
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// Lightweight Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile _ _SHADOWS_SOFT
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma multi_compile_fog
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////////////////////INCLUDES//////////////////////
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#include "WaterCommon.hlsl"
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//non-tess
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#pragma vertex WaterVertex
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#pragma fragment WaterFragment
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ENDHLSL
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}
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}
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FallBack "Hidden/InternalErrorShader"
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}
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