Shader "Hidden/KriptoFX/KWS/WaterCustomMesh" { Properties { srpBatcherFix ("srpBatcherFix", Float) = 0 [HideInInspector]KWS_StencilMaskValue("KWS_StencilMaskValue", Int) = 32 } SubShader { Tags { "Queue" = "Transparent-1" "IgnoreProjector" = "True" "RenderType" = "Transparent" "DisableBatching" = "true"} Stencil { Ref [KWS_StencilMaskValue] ReadMask [KWS_StencilMaskValue] Comp Greater Pass keep } Pass { Blend SrcAlpha OneMinusSrcAlpha ZWrite On Cull Back HLSLPROGRAM #pragma multi_compile _ KWS_USE_OCEAN_RENDERING #pragma multi_compile _ KWS_USE_LOCAL_WATER_ZONES #pragma shader_feature_fragment _ KWS_REFLECT_SUN #pragma shader_feature_fragment _ KWS_USE_VOLUMETRIC_LIGHT #pragma shader_feature_fragment _ KWS_SSR_REFLECTION #pragma shader_feature_fragment _ KWS_USE_PLANAR_REFLECTION #pragma shader_feature_fragment _ KWS_USE_REFRACTION_IOR #pragma shader_feature_fragment _ KWS_USE_REFRACTION_DISPERSION #pragma shader_feature_fragment _ KWS_USE_CAUSTIC #define KWS_USE_CUSTOM_MESH #include "../PlatformSpecific/Includes/KWS_VertFragIncludes.cginc" #pragma vertex vertWater #pragma fragment fragWater #pragma target 4.6 #pragma editor_sync_compilation ENDHLSL } } }