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//
// 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