TEXTURE2D(_CausticsTex); SAMPLER(sampler_CausticsTex); float3 SampleCaustics(float2 uv, float2 time, float tiling) { float3 caustics1 = SAMPLE_TEXTURE2D(_CausticsTex, sampler_CausticsTex, uv * tiling + (time.xy)).rgb; float3 caustics2 = SAMPLE_TEXTURE2D(_CausticsTex, sampler_CausticsTex, (uv * tiling * 0.8) - (time.xy)).rgb; #if UNITY_COLORSPACE_GAMMA caustics1 = SRGBToLinear(caustics1); caustics2 = SRGBToLinear(caustics2); #endif float3 caustics = min(caustics1, caustics2); #if WAVE_SIMULATION SampleWaveCaustics(float4(uv.x, 0, uv.y), caustics); #endif return caustics; }