// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead // #ifndef SHADERVARIABLESWATER_CS_HLSL #define SHADERVARIABLESWATER_CS_HLSL // Generated from UnityEngine.Rendering.HighDefinition.ShaderVariablesWaterDebug // PackingRules = Exact CBUFFER_START(ShaderVariablesWaterDebug) int _WaterDebugMode; int _WaterMaskDebugMode; int _WaterCurrentDebugMode; float _CurrentDebugMultiplier; int _WaterFoamDebugMode; int _PaddingWDbg0; int _PaddingWDbg1; int _PaddingWDbg2; CBUFFER_END // Generated from UnityEngine.Rendering.HighDefinition.ShaderVariablesWaterPerCamera // PackingRules = Exact CBUFFER_START(ShaderVariablesWaterPerCamera) float2 _PatchOffset; float2 _GridSize; float2 _RegionExtent; float _GridSizeMultiplier; uint _MaxLOD; CBUFFER_END // Generated from UnityEngine.Rendering.HighDefinition.ShaderVariablesWaterPerSurface // PackingRules = Exact CBUFFER_START(ShaderVariablesWaterPerSurface) float4x4 _WaterSurfaceTransform; float4x4 _WaterSurfaceTransform_Inverse; float4 _PatchOrientation; float4 _PatchWindSpeed; float4 _PatchDirectionDampener; int4 _PatchGroup; float2 _GroupOrientation; uint _BandResolution; int _SurfaceIndex; float4 _Band0_ScaleOffset_AmplitudeMultiplier; float4 _Band1_ScaleOffset_AmplitudeMultiplier; float4 _Band2_ScaleOffset_AmplitudeMultiplier; float2 _Band0_Fade; float2 _Band1_Fade; float2 _Band2_Fade; int _DeformationRegionResolution; float _WaterFoamRegionResolution; float _SimulationFoamIntensity; float _SimulationFoamAmount; float _WaterFoamTiling; float _DecalAtlasScale; float2 _DecalRegionScale; float2 _DecalRegionOffset; float4 _WaterUpDirection; float4 _WaterExtinction; float _MaxRefractionDistance; float _CausticsRegionSize; int _CausticsBandIndex; float _CausticsMaxLOD; float4 _WaterAlbedo; float _AmbientScattering; float _HeightBasedScattering; float _DisplacementScattering; float _ScatteringWaveHeight; float _FoamCurrentInfluence; float _WaterFoamSmoothness; float _WaterSmoothness; float _FoamPersistenceMultiplier; float _CausticsTilingFactor; float _CausticsIntensity; float _CausticsShadowIntensity; float _CausticsPlaneBlendDistance; float _MaxWaveDisplacement; float _MaxWaveHeight; float2 _PaddingW2; uint _WaterRenderingLayer; float _WaterMaxTessellationFactor; float _WaterTessellationFadeStart; float _WaterTessellationFadeRange; float4x4 _WaterCustomTransform_Inverse; float2 _WaterMaskScale; float2 _WaterMaskOffset; float2 _WaterMaskRemap; float2 _CurrentMapInfluence; float2 _SimulationFoamMaskScale; float2 _SimulationFoamMaskOffset; float4 _Group0CurrentRegionScaleOffset; float4 _Group1CurrentRegionScaleOffset; float _MaxWaterDeformation; float _SimulationTime; float _DeltaTime; float _PaddingW3; CBUFFER_END #endif