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Shader "CalmWater/Calm Water [DX11] [Double Sided]"{	Properties {		_Color("Shallow Color",Color) = (1,1,1,1)		_DepthColor("Depth Color",Color) = (0,0.5,0.5,1)		_DepthStart("Depth Start",float) = 0		_DepthEnd("Depth End",float) = 10						[Toggle(_DEPTHFOG_ON)] _EnableFog ("Enable Depth Fog", Float) = 0				_EdgeFade("Edge Fade",float) = 1		//Scatter		[Toggle(_SCATTER_ON)] _Scatter("Enable Scatter", Float) = 0		_ScatterColor("Scatter Color", color) = (0,1,1,1)		_ScatterParams("Scatter Parameters", vector) = (1,1,1,1)		//Spec		_SpecColor ("SpecularColor",Color) = (1,1,1,1)		_Smoothness ("Smoothness",Range(0.1,2)) = 1		//Second Spec		_specFresnel("Fresnel", Range(0.1,4)) = 2		_specIntensity("Intensity", float) = 1				//Normal Map		[KeywordEnum(Single,Dual,FlowMap)]		_BumpMode("Bump Mode",Float) = 0		_BumpMap("Micro Detail", 2D) = "bump" {}		_BumpStrength ("Bump Strength",Range(0,1)) = 1		_BumpMapLarge("Large Detail", 2D) = "bump" {}		_BumpLargeStrength ("Bump Large Strength",Range(0,1)) = 1		//FlowMap		_FlowMap("FlowMap", 2D) = "grey"{}		_FlowSpeed("Flow Speed", float) = 1		_FlowIntensity("FlowIntensity",float) = 1		//Animation		[Toggle(_WORLDSPACE_ON)] _WorldSpace ("World UV", Float) = 0		_Speeds ("Speeds",vector) = (0.5,0.5,0.5,0.5)		_SpeedsLarge ("Speeds Large",vector) = (0.5,0.5,0,0)		//[Header(Distortion)]		//Distortion		_Distortion("Distortion", Range(0,100) ) = 50.0		[KeywordEnum(High,Low)]		_DistortionQuality("Distortion Quality",Float) = 0		//[Header(Reflection)]		//Reflection		[KeywordEnum(None,Mixed,RealTime,CubeMap)] 		_ReflectionType("ReflectionType", Float)  = 0				_CubeColor("CubeMap Color [RGB] Intensity [A]",Color) = (1,1,1,1)		[NoScaleOffset]		_Cube("CubeMap", Cube) = "black" {}		[NoScaleOffset]		_ReflectionTex ("Internal reflection", 2D) = "white" {}		_CubeDist("Cube Distortion",Range(0,1)) = 0.05		_Reflection("Reflection", Range(0,1) ) = 1		_RimPower("Fresnel Angle", Range(0,1) ) = 0.5		_ReflectionNormals("Normals", Range(0,1)) = 1		//[Header(Foam)]		//Foam		[Toggle(_FOAM_ON)] _FOAM ("Enable Foam", Float) = 0		_FoamColor("FoamColor",Color) = (1,1,1,1)		_FoamTex("Foam Texture", 2D) = "white" {}		_FoamSize("Fade Size",float) = 0.5		[Toggle(_WHITECAPS_ON)] _WhiteCaps ("Enable White Caps", Float) = 0		_CapsIntensity("Intensity",Range(0,4)) = 1		_CapsMask("Mask",2D) = "white" {}		_CapsSpeed("Speed",float) = 1		_CapsSize("Size",float) = 1		// Caustics		[Toggle(_CAUSTICS_ON)] _Caustics("Enable Caustics", Float) = 0		_CausticsTex("Caustics Texture", 2D) = "black" {}		_CausticsIntensity("Intensity", float) = 4		_CausticsStart("Start", float) = 0		_CausticsEnd("End", float) = 10		_CausticsSpeed("Speed", float) = 1		//[Header(Displacement)]		//Displacement		[KeywordEnum(Off,Wave,Gerstner,Texture)]		_DisplacementMode("Mode", Float) = 0		//WaveMode		_Amplitude("Amplitude", float) = 0.05		_Frequency("Frequency",float) = 1		_Speed("Wave Speed", float) = 1		//GerstnerMode		_Steepness ("Wave Steepness",float) = 1		_WSpeed ("Wave Speed", Vector) = (1.2, 1.375, 1.1, 1.5)		_WDirectionAB ("Wave1 Direction", Vector) = (0.3 ,0.85, 0.85, 0.25)		_WDirectionCD ("Wave2 Direction", Vector) = (0.1 ,0.9, 0.5, 0.5)		//Texture Mode		_DisplacementTex("Displacement Texture", 2D) = "black" {}		_DisplacementSpeed("Speed Params", vector) = (1,1,1,1)				//Normal Smoothing		_Smoothing("Smoothing",range(0,1)) = 1		//[Header(Tessellation)]		_Tess ("Tessellation", Range(1,32)) = 4	}	Category {		Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Opaque" "PreviewType"="Sphere" }		ZWrite Off		SubShader {	 		GrabPass			{				"_GrabTexture"				Name "BASE"				Tags { 					"LightMode" = "Always" 				}			}	        Pass {	       		Tags {"LightMode" = "ForwardBase"}	            Name "FORWARDBACK"	            Cull Front	            ZWrite On	            CGPROGRAM	            #pragma hull hs_surf	            #pragma domain ds_surf	            #pragma vertex tessvert	            #pragma fragment frag	            #pragma multi_compile_fwdbase	            #pragma multi_compile_fog	            #pragma fragmentoption ARB_precision_hint_fastest	            //#pragma only_renderers d3d11	            #pragma exclude_renderers d3d9 glcore gles gles3 metal xbox360 ps3	            #pragma target 5.0				#ifndef UNITY_PASS_FORWARDBASE				#define UNITY_PASS_FORWARDBASE				#endif	            #define CULL_FRONT	            #define DX11	            #include "UnityCG.cginc"	            #include "AutoLight.cginc"	            #include "Tessellation.cginc"	            #include "Includes/CalmWater.cginc"				#pragma shader_feature _ _BUMPMODE_SINGLE _BUMPMODE_DUAL _BUMPMODE_FLOWMAP				#pragma shader_feature _ _REFLECTIONTYPE_MIXED _REFLECTIONTYPE_CUBEMAP _REFLECTIONTYPE_REALTIME 				#pragma shader_feature _DISTORTIONQUALITY_HIGH				#pragma shader_feature _ _FOAM_ON				#pragma shader_feature _ _DEPTHFOG_ON				#pragma shader_feature _ _DISPLACEMENTMODE_WAVE _DISPLACEMENTMODE_GERSTNER _DISPLACEMENTMODE_TEXTURE				#pragma shader_feature _ _WORLDSPACE_ON	             	            ENDCG	        }	        Pass {	       		Tags {"LightMode" = "ForwardBase"}	            Name "FORWARD"	            Cull Back	 	            CGPROGRAM	            #pragma hull hs_surf	            #pragma domain ds_surf	            #pragma vertex tessvert	            #pragma fragment frag	            #pragma multi_compile_fwdbase	            #pragma multi_compile_fog	            #pragma fragmentoption ARB_precision_hint_fastest	            //#pragma only_renderers d3d11	            #pragma exclude_renderers d3d9 glcore gles gles3 metal xbox360 ps3	            #pragma target 5.0				#ifndef UNITY_PASS_FORWARDBASE				#define UNITY_PASS_FORWARDBASE				#endif	            #define DX11	            #include "UnityCG.cginc"	            #include "AutoLight.cginc"	            #include "Tessellation.cginc"	            #include "Includes/CalmWater.cginc"				#pragma shader_feature _ _BUMPMODE_SINGLE _BUMPMODE_DUAL _BUMPMODE_FLOWMAP				#pragma shader_feature _ _REFLECTIONTYPE_MIXED _REFLECTIONTYPE_CUBEMAP _REFLECTIONTYPE_REALTIME 				#pragma shader_feature _DISTORTIONQUALITY_HIGH 				#pragma shader_feature _ _FOAM_ON				#pragma shader_feature _ _CAUSTICS_ON				#pragma shader_feature _ _WHITECAPS_ON				#pragma shader_feature _ _SCATTER_ON				#pragma shader_feature _ _DEPTHFOG_ON				#pragma shader_feature _ _DISPLACEMENTMODE_WAVE _DISPLACEMENTMODE_GERSTNER _DISPLACEMENTMODE_TEXTURE				#pragma shader_feature _ _WORLDSPACE_ON				ENDCG	        }	       // =====	        Pass {	            Tags {"LightMode" = "ForwardAdd"}	            Name "FORWARDADD"	            Blend One One	            Cull Back	            CGPROGRAM	            #pragma hull hs_surf	            #pragma domain ds_surf	            #pragma vertex tessvert	            #pragma fragment frag	            //#pragma multi_compile_fwdadd  	            //#pragma multi_compile_fog	            #pragma multi_compile_fwdadd_fullshadows	            #pragma fragmentoption ARB_precision_hint_fastest	            //#pragma only_renderers d3d11	            #pragma exclude_renderers d3d9 glcore gles gles3 metal xbox360 ps3	            #pragma target 5.0	            #define DX11				#ifndef UNITY_PASS_FORWARDADD				#define UNITY_PASS_FORWARDADD				#endif	            #include "UnityCG.cginc"	            #include "AutoLight.cginc"	            #include "Tessellation.cginc"	            #include "Includes/CalmWater.cginc"				#pragma shader_feature _ _BUMPMODE_SINGLE _BUMPMODE_DUAL _BUMPMODE_FLOWMAP				#pragma shader_feature _ _REFLECTIONTYPE_MIXED _REFLECTIONTYPE_CUBEMAP _REFLECTIONTYPE_REALTIME 				#pragma shader_feature _DISTORTIONQUALITY_HIGH				#pragma shader_feature _ _FOAM_ON				#pragma shader_feature _ _DEPTHFOG_ON				#pragma shader_feature _ _DISPLACEMENTMODE_WAVE _DISPLACEMENTMODE_GERSTNER _DISPLACEMENTMODE_TEXTURE				#pragma shader_feature _ _WORLDSPACE_ON	        	ENDCG	        }		}	}    CustomEditor "CalmWaterInspector"    FallBack "Legacy/Diffuse"} 
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