修改水
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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#ifndef CREST_WATER_FOAM_H
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#define CREST_WATER_FOAM_H
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Settings.Crest.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Macros.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Globals.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Texture.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Flow.hlsl"
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#if (CREST_SHIFTING_ORIGIN != 0)
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#include "Packages/com.waveharmonic.crest.shifting-origin/Runtime/Shaders/ShiftingOrigin.hlsl"
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#endif
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m_CrestNameSpace
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half WhiteFoamTexture
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(
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const TiledTexture i_Texture,
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const half i_Foam,
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const half i_Feather,
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const float2 i_WorldXZ0,
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const float2 i_WorldXZ1,
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const float2 i_TexelOffset,
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const half i_LodAlpha,
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const Cascade i_CascadeData0
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)
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{
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const float2 uvOffset = i_TexelOffset + g_Crest_Time * i_Texture._speed / 32.0;
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// Scale with lods to get multiscale detail. 10 is magic number that gets the
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// material 'scale' slider into an intuitive range.
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const float scale = i_Texture._scale * i_CascadeData0._Scale / 10.0;
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half ft = lerp
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(
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i_Texture.Sample((i_WorldXZ0 + uvOffset) / scale).r,
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i_Texture.Sample((i_WorldXZ1 + uvOffset) / (2.0 * scale)).r,
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i_LodAlpha
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);
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// Black point fade.
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half result = saturate(1.0 - i_Foam);
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return smoothstep(result, result + i_Feather, ft);
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}
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half MultiScaleFoamAlbedo
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(
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const TiledTexture i_Texture,
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const half i_Feather,
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const half i_FoamData,
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const Cascade i_CascadeData0,
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const Cascade i_CascadeData1,
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const half i_LodAlpha,
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const float2 i_UndisplacedXZ
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)
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{
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float2 worldXZ0 = i_UndisplacedXZ;
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float2 worldXZ1 = i_UndisplacedXZ;
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#if (CREST_SHIFTING_ORIGIN != 0)
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// Apply tiled floating origin offset. Only needed if:
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// - _FoamScale is a non integer value
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// - _FoamScale is over 48
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worldXZ0 -= ShiftingOriginOffset(i_Texture, i_CascadeData0);
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worldXZ1 -= ShiftingOriginOffset(i_Texture, i_CascadeData1);
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#endif // CREST_SHIFTING_ORIGIN
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return WhiteFoamTexture(i_Texture, i_FoamData, i_Feather, worldXZ0, worldXZ1, (float2)0.0, i_LodAlpha, i_CascadeData0);
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}
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half2 MultiScaleFoamNormal
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(
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const TiledTexture i_Texture,
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const half i_Feather,
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const half i_NormalStrength,
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const half i_FoamData,
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const half i_FoamAlbedo,
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const Cascade i_CascadeData0,
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const Cascade i_CascadeData1,
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const half i_LodAlpha,
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const float2 i_UndisplacedXZ,
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const float i_PixelZ
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)
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{
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float2 worldXZ0 = i_UndisplacedXZ;
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float2 worldXZ1 = i_UndisplacedXZ;
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#if (CREST_SHIFTING_ORIGIN != 0)
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// Apply tiled floating origin offset. Only needed if:
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// - _FoamScale is a non integer value
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// - _FoamScale is over 48
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worldXZ0 -= ShiftingOriginOffset(i_Texture, i_CascadeData0);
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worldXZ1 -= ShiftingOriginOffset(i_Texture, i_CascadeData1);
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#endif // CREST_SHIFTING_ORIGIN
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// 0.25 is magic number found through tweaking.
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const float2 dd = float2(0.25 * i_PixelZ * i_Texture._texel, 0.0);
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const half whiteFoam_x = WhiteFoamTexture(i_Texture, i_FoamData, i_Feather, worldXZ0, worldXZ1, dd.xy, i_LodAlpha, i_CascadeData0);
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const half whiteFoam_z = WhiteFoamTexture(i_Texture, i_FoamData, i_Feather, worldXZ0, worldXZ1, dd.yx, i_LodAlpha, i_CascadeData0);
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// Compute a foam normal - manually push in derivatives. If I used blend
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// smooths all the normals towards straight up when there is no foam.
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// Gets material slider into friendly range.
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const float magicStrengthFactor = 0.01;
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return magicStrengthFactor * i_NormalStrength * half2(whiteFoam_x - i_FoamAlbedo, whiteFoam_z - i_FoamAlbedo) / dd.x;
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}
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half MultiScaleFoamAlbedo
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(
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const Flow i_Flow,
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const TiledTexture i_Texture,
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const half i_Feather,
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const half i_Foam,
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const Cascade i_CascadeData0,
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const Cascade i_CascadeData1,
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const half i_LodAlpha,
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const float2 i_UndisplacedXZ
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)
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{
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return MultiScaleFoamAlbedo
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(
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i_Texture,
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i_Feather,
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i_Foam,
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i_CascadeData0,
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i_CascadeData1,
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i_LodAlpha,
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i_UndisplacedXZ - i_Flow._Flow * i_Flow._Offset0
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) * i_Flow._Weight0 + MultiScaleFoamAlbedo
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(
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i_Texture,
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i_Feather,
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i_Foam,
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i_CascadeData0,
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i_CascadeData1,
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i_LodAlpha,
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i_UndisplacedXZ - i_Flow._Flow * i_Flow._Offset1
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) * i_Flow._Weight1;
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}
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half2 MultiScaleFoamNormal
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(
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const Flow i_Flow,
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const TiledTexture i_Texture,
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const half i_Feather,
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const half i_NormalStrength,
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const half i_FoamData,
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const half i_FoamAlbedo,
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const Cascade i_CascadeData0,
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const Cascade i_CascadeData1,
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const half i_LodAlpha,
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const float2 i_UndisplacedXZ,
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const float i_PixelZ
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)
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{
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return MultiScaleFoamNormal
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(
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i_Texture,
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i_Feather,
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i_NormalStrength,
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i_FoamData,
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i_FoamAlbedo,
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i_CascadeData0,
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i_CascadeData1,
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i_LodAlpha,
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i_UndisplacedXZ - i_Flow._Flow * i_Flow._Offset0,
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i_PixelZ
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) * i_Flow._Weight0 + MultiScaleFoamNormal
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(
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i_Texture,
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i_Feather,
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i_NormalStrength,
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i_FoamData,
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i_FoamAlbedo,
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i_CascadeData0,
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i_CascadeData1,
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i_LodAlpha,
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i_UndisplacedXZ - i_Flow._Flow * i_Flow._Offset1,
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i_PixelZ
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) * i_Flow._Weight1;
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}
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void ApplyFoamToSurface
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(
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half i_Foam,
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const half2 i_Normal,
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const half3 i_Albedo,
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const half i_Occlusion,
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const half i_Smoothness,
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const half i_Specular,
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const bool i_Underwater,
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inout half3 io_Albedo,
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inout half3 io_NormalWS,
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inout half3 io_Emission,
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inout half io_Occlusion,
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inout float io_Smoothness,
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inout half3 io_Specular
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)
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{
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// Apply foam to surface.
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io_Albedo = lerp(io_Albedo, i_Albedo, i_Foam);
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io_Emission *= 1.0 - i_Foam;
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io_Occlusion = lerp(io_Occlusion, i_Occlusion, i_Foam);
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io_Smoothness = lerp(io_Smoothness, i_Smoothness, i_Foam);
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io_NormalWS.xz -= i_Normal;
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io_NormalWS = normalize(io_NormalWS);
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// Foam Transmission
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if (i_Underwater)
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{
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// Foam will be black when not facing the sun. This is a hacky way to have foam lit
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// as if it had transmission.
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// There is still ugliness around the edges. There will either be black or
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// incorrect reflections depending on the magic value.
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io_NormalWS.y *= i_Foam > 0.15 ? -1.0 : 1.0;
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io_Specular = lerp(io_Specular, i_Specular, i_Foam);
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}
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}
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m_CrestNameSpaceEnd
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#endif
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