public void BuildShaderVariant(ShaderVariant variant, Water water, WindWaves windWaves, WaterQualityLevel qualityLevel) { OnValidate(windWaves); ResolveFinalSettings(qualityLevel); variant.SetWaterKeyword("_WAVES_FFT_SLOPE", enabled && renderedMaps == MapType.Slope); variant.SetUnityKeyword("_WAVES_ALIGN", (!water.Volume.Boundless && water.Volume.HasRenderableAdditiveVolumes && flattenMode == FlattenMode.Auto) || flattenMode == FlattenMode.ForcedOn); variant.SetUnityKeyword("_WAVES_FFT", enabled && (renderedMaps & MapType.Displacement) != 0); }
public void BuildShaderVariant(ShaderVariant variant, Water water, WindWaves windWaves, WaterQualityLevel qualityLevel) { variant.SetUnityKeyword("_WAVES_GERSTNER", enabled); }