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12 changes: 7 additions & 5 deletions features/Water Effects/Shaders/WaterEffects/WaterCaustics.hlsli
Original file line number Diff line number Diff line change
Expand Up @@ -38,19 +38,21 @@ namespace WaterEffects
float2 causticsUV1 = PanCausticsUV(causticsUV, 0.5 * 0.2, 1.0);
float2 causticsUV2 = PanCausticsUV(causticsUV, 1.0 * 0.2, -0.5);

const float3 causticsHigh =
(causticsFade > 0.0) ? (min(SampleCausticsDispersion(causticsUV1, dispersionOffset), SampleCausticsDispersion(causticsUV2, dispersionOffset)) * 4.0) : 1.0.xxx;
float3 causticsHigh = 1.0.xxx;
if (causticsFade > 0.0)
causticsHigh = min(SampleCausticsDispersion(causticsUV1, dispersionOffset), SampleCausticsDispersion(causticsUV2, dispersionOffset)) * 4.0;

causticsUV *= 0.5;
dispersionOffset *= 0.5;

causticsUV1 = PanCausticsUV(causticsUV, 0.5 * 0.1, 1.0);
causticsUV2 = PanCausticsUV(causticsUV, 1.0 * 0.1, -0.5);

const float3 causticsLow =
(causticsFade < 1.0) ? (min(SampleCausticsDispersion(causticsUV1, dispersionOffset), SampleCausticsDispersion(causticsUV2, dispersionOffset)) * 4.0) : 1.0.xxx;
float3 causticsLow = 1.0.xxx;
if (causticsFade < 1.0)
causticsLow = min(SampleCausticsDispersion(causticsUV1, dispersionOffset), SampleCausticsDispersion(causticsUV2, dispersionOffset)) * 4.0;

const float3 caustics = lerp(causticsLow, causticsHigh, causticsFade);
float3 caustics = lerp(causticsLow, causticsHigh, causticsFade);
return lerp(1.0.xxx, caustics, shoreFactorCaustics);
}

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