// // This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead // #ifndef WATERSYSTEMDEF_CS_HLSL #define WATERSYSTEMDEF_CS_HLSL // // UnityEngine.Rendering.HighDefinition.WaterAtlasSize: static fields // #define WATERATLASSIZE_ATLAS_SIZE64 (64) #define WATERATLASSIZE_ATLAS_SIZE128 (128) #define WATERATLASSIZE_ATLAS_SIZE256 (256) #define WATERATLASSIZE_ATLAS_SIZE512 (512) #define WATERATLASSIZE_ATLAS_SIZE1024 (1024) #define WATERATLASSIZE_ATLAS_SIZE2048 (2048) // // UnityEngine.Rendering.HighDefinition.WaterCurrentDebugMode: static fields // #define WATERCURRENTDEBUGMODE_LARGE (0) #define WATERCURRENTDEBUGMODE_RIPPLES (1) // // UnityEngine.Rendering.HighDefinition.WaterDebugMode: static fields // #define WATERDEBUGMODE_NONE (0) #define WATERDEBUGMODE_WATER_MASK (1) #define WATERDEBUGMODE_SIMULATION_FOAM_MASK (2) #define WATERDEBUGMODE_CURRENT (3) #define WATERDEBUGMODE_DEFORMATION (4) #define WATERDEBUGMODE_FOAM (5) // // UnityEngine.Rendering.HighDefinition.WaterFoamDebugMode: static fields // #define WATERFOAMDEBUGMODE_SURFACE_FOAM (0) #define WATERFOAMDEBUGMODE_DEEP_FOAM (1) // // UnityEngine.Rendering.HighDefinition.WaterMaskDebugMode: static fields // #define WATERMASKDEBUGMODE_RED_CHANNEL (0) #define WATERMASKDEBUGMODE_GREEN_CHANNEL (1) #define WATERMASKDEBUGMODE_BLUE_CHANNEL (2) // Generated from UnityEngine.Rendering.HighDefinition.WaterDeformerData // PackingRules = Exact struct WaterDeformerData { float2 regionSize; int type; float amplitude; float3 position; float rotation; float2 blendRegion; float2 breakingRange; float bowWaveElevation; float waveLength; int waveRepetition; float waveSpeed; float waveOffset; int cubicBlend; float deepFoamDimmer; float surfaceFoamDimmer; float2 deepFoamRange; float2 padding3; float4 scaleOffset; }; // Generated from UnityEngine.Rendering.HighDefinition.WaterGeneratorData // PackingRules = Exact struct WaterGeneratorData { float3 position; float rotation; float2 regionSize; int type; int padding0; float2 padding1; float deepFoamDimmer; float surfaceFoamDimmer; float4 scaleOffset; }; // Generated from UnityEngine.Rendering.HighDefinition.WaterSectorData // PackingRules = Exact struct WaterSectorData { float4 dir0; float4 dir1; }; // Generated from UnityEngine.Rendering.HighDefinition.WaterSurfaceProfile // PackingRules = Exact struct WaterSurfaceProfile { float bodyScatteringHeight; float maxRefractionDistance; uint renderingLayers; int cameraUnderWater; float3 extinction; float extinctionMultiplier; float3 albedo; float envPerceptualRoughness; float3 foamColor; float padding1; float3 underwaterColor; float padding2; float3 upDirection; float roughnessEndValue; float smoothnessFadeStart; float smoothnessFadeDistance; int disableIOR; float tipScatteringHeight; }; #endif