public override void Create()
        {
            renderTargets             = new FluidRenderingUtils.FluidRenderTargets();
            renderTargets.foam        = Shader.PropertyToID("_Foam");
            renderTargets.depth       = Shader.PropertyToID("_FluidDepthTexture");
            renderTargets.thickness1  = Shader.PropertyToID("_FluidThickness1");
            renderTargets.thickness2  = Shader.PropertyToID("_FluidThickness2");
            renderTargets.smoothDepth = Shader.PropertyToID("_FluidSurface"); //smoothed depth
            renderTargets.normals     = Shader.PropertyToID("_FluidNormals");

            m_ThicknessPass = new ThicknessBufferPass();
            m_ThicknessPass.renderPassEvent = RenderPassEvent.BeforeRenderingTransparents + 1;

            m_SurfacePass = new SurfaceReconstruction();
            m_SurfacePass.renderPassEvent = RenderPassEvent.BeforeRenderingTransparents + 1;

            m_FoamPass = new FoamPass();
            m_FoamPass.renderPassEvent = RenderPassEvent.BeforeRenderingTransparents + 1;

            m_RenderFluidPass = new RenderFluidPass(RenderTargetHandle.CameraTarget);
            m_RenderFluidPass.renderPassEvent = RenderPassEvent.BeforeRenderingTransparents + 1;
        }
 public override void Create()
 {
     m_RenderFluidPass = new RenderFluidPass(RenderTargetHandle.CameraTarget);
     m_RenderFluidPass.renderPassEvent = RenderPassEvent.AfterRenderingSkybox;
 }