Add water system package
This commit is contained in:
@@ -0,0 +1,44 @@
|
||||
#ifndef WATER_INPUT_INCLUDED
|
||||
#define WATER_INPUT_INCLUDED
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
half _BumpScale;
|
||||
half4 _DitherPattern_TexelSize;
|
||||
CBUFFER_END
|
||||
half _MaxDepth;
|
||||
half _MaxWaveHeight;
|
||||
int _DebugPass;
|
||||
half4 _VeraslWater_DepthCamParams;
|
||||
float4x4 _InvViewProjection;
|
||||
|
||||
// Screen Effects textures
|
||||
SAMPLER(sampler_ScreenTextures_linear_clamp);
|
||||
#if defined(_REFLECTION_PLANARREFLECTION)
|
||||
TEXTURE2D(_PlanarReflectionTexture);
|
||||
#elif defined(_REFLECTION_CUBEMAP)
|
||||
TEXTURECUBE(_CubemapTexture);
|
||||
SAMPLER(sampler_CubemapTexture);
|
||||
#endif
|
||||
TEXTURE2D(_WaterFXMap);
|
||||
TEXTURE2D(_CameraDepthTexture);
|
||||
TEXTURE2D(_CameraOpaqueTexture); SAMPLER(sampler_CameraOpaqueTexture_linear_clamp);
|
||||
|
||||
TEXTURE2D(_WaterDepthMap); SAMPLER(sampler_WaterDepthMap_linear_clamp);
|
||||
|
||||
// Surface textures
|
||||
TEXTURE2D(_AbsorptionScatteringRamp); SAMPLER(sampler_AbsorptionScatteringRamp);
|
||||
TEXTURE2D(_SurfaceMap); SAMPLER(sampler_SurfaceMap);
|
||||
TEXTURE2D(_FoamMap); SAMPLER(sampler_FoamMap);
|
||||
TEXTURE2D(_DitherPattern); SAMPLER(sampler_DitherPattern);
|
||||
|
||||
struct WaterSurfaceData
|
||||
{
|
||||
half3 absorption;
|
||||
half3 scattering;
|
||||
half3 normal;
|
||||
half foam;
|
||||
};
|
||||
|
||||
#endif // WATER_INPUT_INCLUDED
|
||||
Reference in New Issue
Block a user