#ifndef CALMWATER_SCATTERING_INCLUDED #define CALMWATER_SCATTERING_INCLUDED void ComputeScattering(inout GlobalData data, v2f IN) { #ifdef UNITY_PASS_FORWARDBASE #if _SCATTER_ON half sunScatter = max(0.0, dot(data.lightDir, -data.worldViewDir)) * _ScatterParams.x; half waveTips = smootherstep(IN.ambient.a * _ScatterParams.y); float scatterMask = pow(saturate(sunScatter) + saturate(waveTips), _ScatterParams.z); data.finalColor += _ScatterColor * saturate(scatterMask) * _LightColor0.rgb; #endif #endif } #endif