fix:1
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Shader "BadDog/URP/BGWater"
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{
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Properties
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{
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[Header(Three Direction Wave)]
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_MainWave("Main Wave", 2D) = "white" {}
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_MainWaveBumpScale("Main Wave Bump Scale", Range(0, 2)) = 1
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_SecondWave("Second Wave", 2D) = "white" {}
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_SecondWaveBumpScale("Second Normal Bump Scale", Range(0, 2)) = 1
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_MainWaveTilingOffset("Main Wave Tiling Offset", Vector) = (1, 1, 1, 1)
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_SecondWaveTilingOffset("Second Wave Tiling Offset", Vector) = (1, 1, -1, 1)
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_ThirdWaveTilingOffset("Third Wave Tiling Offset", Vector) = (1, 1, 1, -1)
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[Header(Water)]
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_WaterBaseColor("Water Base Color", Color) = (1.0, 1.0, 1.0, 1)
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[Header(Muddy)]
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_WaterMuddyColor("Water Muddy Color", Color) = (1.0, 1.0, 1.0, 1)
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_WaterMuddyScale("Water Muddy Scale", Range(0, 2)) = 1
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_WaterDepthOffset("Water Depth Offset", Range(0, 1)) = 1
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[Header(Specular)]
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_SpecularIntensity("Specular Intensity", Range(0, 8)) = 1
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[Header(Refraction)]
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_WaterDistortScale("Distort Scale", Range(0, 10)) = 1
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[Header(Enviroment Reflection)]
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_EnviromentIntensity("Enviroment Intensity", Range(0, 10)) = 1
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[Header(Screen Space Reflection)]
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[Toggle] _BGWATER_SSR("Screen Space Reflection", Float) = 1.0
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_SSRMaxSampleCount("SSR Max Sample Count", Range(0, 64)) = 12
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_SSRSampleStep("SSR Sample Step", Range(4, 32)) = 16
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_SSRIntensity("SSR Intensity", Range(0, 2)) = 0.5
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[Toggle] _BGWATER_ORTHO("Orthographic Camera", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"IgnoreProjector"="True"
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"Queue"="Transparent"
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"RenderType"="Transparent"
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"RenderPipeline" = "UniversalPipeline"
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}
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode" = "UniversalForward" }
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Blend SrcAlpha OneMinusSrcAlpha
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ZWrite Off
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Cull Off
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HLSLPROGRAM
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#if !defined(UNITY_PASS_FORWARDBASE)
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#define UNITY_PASS_FORWARDBASE
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#endif
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#pragma vertex VertexForward
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#pragma fragment FragForward
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#pragma target 3.0
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma multi_compile_instancing
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#pragma multi_compile _ _BGWATER_SSR_ON
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#pragma multi_compile _ _BGWATER_ORTHO_ON
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "./BGWaterBase.hlsl"
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ENDHLSL
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}
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}
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FallBack "VertexLit"
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}
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