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