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							- #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
 
 
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