2026-06-09 룸 프로토타입 디자인 (진행중)
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149
Assets/Stylized Water 3/Shaders/Libraries/Input.hlsl
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149
Assets/Stylized Water 3/Shaders/Libraries/Input.hlsl
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// Stylized Water 3 by Staggart Creations (http://staggart.xyz)
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// COPYRIGHT PROTECTED UNDER THE UNITY ASSET STORE EULA (https://unity.com/legal/as-terms)
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// • Copying or referencing source code for the production of new asset store, or public, content is strictly prohibited!
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// • Uploading this file to a public repository will subject it to an automated DMCA takedown request.
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#ifndef WATER_INPUT_INCLUDED
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#define WATER_INPUT_INCLUDED
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CBUFFER_START(UnityPerMaterial)
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float4 _ShallowColor;
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float4 _BaseColor;
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half _ColorAbsorption;
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//float _Smoothness;
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//float _Metallic;
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float4 _IntersectionColor;
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uint _FogSource;
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float _DepthVertical;
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float _DepthHorizontal;
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float _WorldSpaceUV;
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float2 _NormalTiling;
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float _NormalSubTiling;
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float _NormalSpeed;
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float _NormalSubSpeed;
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half _NormalStrength;
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half2 _DistanceNormalsFadeDist;
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half _DistanceNormalsTiling;
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half _TranslucencyStrength;
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half _TranslucencyStrengthDirect;
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half _TranslucencyExp;
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half _TranslucencyCurvatureMask;
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half _EdgeFade;
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float4 _HorizonColor;
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half _HorizonDistance;
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float _SparkleIntensity;
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half _SparkleSize;
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half _SunReflectionDistortion;
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half _SunReflectionSize;
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float _SunReflectionStrength;
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bool _SunReflectionSharp;
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float _PointSpotLightReflectionStrength;
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half _PointSpotLightReflectionSize;
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half _PointSpotLightReflectionDistortion;
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bool _PointSpotLightReflectionSharp;
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float _ReflectionDistortion;
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float _ReflectionBlur;
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float _ReflectionFresnel;
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float _ReflectionStrength;
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half _ReflectionLighting;
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bool _PlanarReflectionsEnabled;
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bool _ScreenSpaceReflectionsEnabled;
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half _ShadowStrength;
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float2 _Direction;
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float _Speed;
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half _SlopeStretching;
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half _SlopeSpeed;
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half _SlopeAngleThreshold;
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half _SlopeAngleFalloff;
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half _SlopeFoam;
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//Foam
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float4 _FoamColor;
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float _FoamSpeed;
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float _FoamSubSpeed;
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float2 _FoamTiling;
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float _FoamSubTiling;
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half _FoamBaseAmount;
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half _FoamStrength;
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half _FoamClipping;
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half2 _FoamCrestMinMaxHeight;
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half _FoamBubblesSpread;
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half _FoamBubblesStrength;
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half _FoamDistortion;
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half2 _DistanceFoamFadeDist;
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float _DistanceFoamTiling;
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float _FoamTilingDynamic;
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float _FoamSubTilingDynamic;
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float _FoamSpeedDynamic;
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float _FoamSubSpeedDynamic;
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half _FoamClippingDynamic;
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//Intersection
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half _IntersectionSource;
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half _IntersectionLength;
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half _IntersectionFalloff;
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half _IntersectionTiling;
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half _IntersectionDistortion;
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half _IntersectionRippleDist;
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half _IntersectionRippleStrength;
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float _IntersectionRippleSpeed;
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half _IntersectionClipping;
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bool _IntersectionSharp;
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float _IntersectionSpeed;
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//Waves
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half _WaveHeight;
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float _WaveFrequency;
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half _WaveNormalStr;
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float _WaveDistance;
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half2 _WaveFadeDistance;
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float _WaveSteepness;
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uint _WaveMaxLayers;
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half4 _WaveDirection;
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float _WaveSpeed;
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half _ShoreLineWaveStr;
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half _ShoreLineWaveDistance;
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half _ShoreLineLength;
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//Underwater
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half _CausticsBrightness;
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half _CausticsChromance;
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float _CausticsTiling;
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half _CausticsSpeed;
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half _RefractionStrength;
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half _RefractionChromaticAberration;
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half _CausticsDistortion;
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bool _EnableDirectionalCaustics;
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half _UnderwaterSurfaceSmoothness;
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half _UnderwaterRefractionOffset;
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half _UnderwaterReflectionStrength;
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half _VertexColorTransparency;
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half _VertexColorWaveFlattening;
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half _VertexColorFoam;
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bool _ReceiveDynamicEffectsHeight;
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half _ReceiveDynamicEffectsFoam;
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bool _ReceiveDynamicEffectsNormal;
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half _WaveTint;
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float4 _WaveProfile_TexelSize;
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//#ifdef TESSELLATION_ON
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float _TessValue;
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float _TessMin;
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float _TessMax;
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//#endif
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CBUFFER_END
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#endif
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