#ifndef BADDOG_WATER_STRUCT #define BADDOG_WATER_STRUCT struct BGWaterVertexInput { float4 vertex : POSITION; float4 normal : NORMAL; float4 tangent: TANGENT; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct BGWaterVertexOutput { float4 pos : SV_POSITION; float3 mainWaveUV : TEXCOORD0; float4 secondWaveUV : TEXCOORD1; float4 worldNormalDir : TEXCOORD2; float4 worldTangentDir : TEXCOORD3; float4 worldBitangentDir : TEXCOORD4; float4 screenPos : TEXCOORD5; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; struct BGLightingData { float3 worldPos; float3 worldNormal; float3 worldLightDir; float3 worldViewDir; half NoL; half NoV; half NoH; half LoH; half3 R; half3 diffuseColor; half3 specularColor; half3 lightColor; float2 screenUV; }; #endif