#ifndef TOONSKETCH_WATERINPUT_INCLUDED #define TOONSKETCH_WATERINPUT_INCLUDED sampler2D_float _CameraDepthTexture; sampler2D_float _CameraDepthNormalsTexture; float _SurfaceTiling, _FoamTiling; float4 _WaterColorShallow, _WaterColorDeep, _WaterColorFoam; float _WaterDepthCutoff; float _SurfaceDistort, _SurfaceSpeed, _SurfaceStrength; float _WaveAmount, _WaveSpeed, _WaveStrength; float2 _FlowDirection; float _FlowWaveFactor; float _FoamAmount, _FoamDistort, _FoamSpeed, _FoamStrength; float _FoamMaxDepth, _FoamMinDepth, _FoamDistance, _FoamHardEdge, _FoamSoftNoise, _FoamSoftness, _FoamFade; struct TS_VertexInput { float4 vertex : POSITION; half3 normal : NORMAL; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; #if defined(DYNAMICLIGHTMAP_ON) || defined(UNITY_PASS_META) float2 uv2 : TEXCOORD2; #endif #ifdef _TANGENT_TO_WORLD half4 tangent : TANGENT; #endif half4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TS_WaterVertexOutputForwardBase { UNITY_POSITION(pos); half4 color : COLOR; float3 viewNormal : NORMAL; float4 tex : TEXCOORD0; float4 eyeVec : TEXCOORD1; float4 tangentToWorldAndPackedData[3] : TEXCOORD2; half4 ambientOrLightmapUV : TEXCOORD5; UNITY_LIGHTING_COORDS(6, 7) #if UNITY_REQUIRE_FRAG_WORLDPOS && !UNITY_PACK_WORLDPOS_WITH_TANGENT float3 posWorld : TEXCOORD8; #endif float4 screenPos : TEXCOORD9; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; struct TS_WaterVertexOutputForwardAdd { UNITY_POSITION(pos); half4 color : COLOR; float3 viewNormal : NORMAL; float4 tex : TEXCOORD0; float4 eyeVec : TEXCOORD1; float4 tangentToWorldAndLightDir[3] : TEXCOORD2; float3 posWorld : TEXCOORD5; UNITY_LIGHTING_COORDS(6, 7) #if defined(_PARALLAXMAP) half3 viewDirForParallax : TEXCOORD8; #endif float4 screenPos : TEXCOORD9; UNITY_VERTEX_OUTPUT_STEREO }; #endif