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Shader "Unlit/WaterStencil" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
[IntRange] _StencilRef ("Stencil Reference Value", Range(0,255)) = 10 | |
} | |
SubShader | |
{ |
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Shader "Unlit/DepthWaterShader" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_DepthGradientShallow("Depth Gradient Shallow", Color) = (0.325, 0.807, 0.971, 0.725) | |
_DepthGradientDeep("Depth Gradient Deep", Color) = (0.086, 0.407, 1, 0.749) | |
_DepthMaxDistance("Depth Maximum Distance", Float) = 1 | |
_Amplitude ("Amplitude", Float) = 1 //Amplitude of wave |
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Vector3 velocityBasedEstimatedPosition = m_messageStruct.position + m_messageStruct.velocity * latency; | |
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Vector3 velocityBasedEstimatedPosition = m_messageStruct.position + m_messageStruct.velocity * latency; | |
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Vector3 velocityBasedEstimatedPosition = m_messageStruct.position + m_messageStruct.velocity * latency; |