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- Caustics now respects the passed in water plane rather than assume that the water plane is on the XY plane. This allows for caustics to work for steep rivers. - Fixed lerp() warning in underwaterFogP.hlsl. - Cleaned up turbulence and caustics PostEffect scripts to remove unused items. - Caustics are now enabled and disabled based on the control object being underwater, just like turbulence. Moved this code to fog.cs to be with the underwater postFX. |
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