| 12345678910111213141516171819202122232425 | #ifndef CALMWATER_CAUSTICS_INCLUDED#define CALMWATER_CAUSTICS_INCLUDED// ===========================================================================// Caustics// ===========================================================================void ComputeCaustics(inout GlobalData data) {	#ifdef UNITY_PASS_FORWARDBASE		#ifndef CULL_FRONT			#if _CAUSTICS_ON				float2 causticsUV = ProjectedWorldPos(data.worldPosition.xyz, data.depth, data.DepthUV.z).xz / _CausticsTex_ST.xy + _CausticsTex_ST.zw;				causticsUV += data.worldNormal.xy * 0.0015 * _Distortion;				causticsUV += frac(_Time.x * _CausticsSpeed);				float causticsDepth = DistanceFade(data.depth, data.DepthUV.z, _CausticsStart, _CausticsEnd);				data.finalColor += tex2D(_CausticsTex, causticsUV) * causticsDepth * data.finalColor * _CausticsIntensity * _LightColor0.rgb;			#endif		#endif	#endif}#endif
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