#ifndef CALMWATER_SPECULAR_INCLUDED #define CALMWATER_SPECULAR_INCLUDED void ComputeSpecular(inout GlobalData data) { #ifndef CULL_FRONT float waveFresnel = FresnelSpecular(saturate(data.NdotV), _specFresnel); data.finalColor += waveFresnel * _LightColor0.rgb * _SpecColor.rgb * UNITY_LIGHTMODEL_AMBIENT * _specIntensity; #endif data.specular = SpecularColor(_Smoothness, data.lightDir, data.worldViewDir, data.worldNormal); } #endif