升级水插件
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@@ -3,6 +3,8 @@
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// Soft shadow term is red, hard shadow term is green.
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#pragma exclude_renderers glcore gles3
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#pragma kernel CrestUpdateShadowsBRP _BRP
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#pragma kernel CrestUpdateShadowsHRP _HRP
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#pragma kernel CrestUpdateShadowsURP _URP
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@@ -33,7 +35,7 @@ bool _Crest_SampleColorMap;
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float3 _Crest_Absorption;
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float3 _Crest_Scattering;
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RWTexture2DArray<float2> _Crest_Target;
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RWTexture2DArray<m_Float2> _Crest_Target;
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m_CrestNameSpace
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@@ -146,7 +148,7 @@ void UpdateShadows(const uint3 id)
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shadow = lerp(shadow, shadowThisFrame, _Crest_JitterDiameters_CurrentFrameWeights.zw * _Crest_SimDeltaTime * 60.0);
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}
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_Crest_Target[id] = shadow;
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_Crest_Target[id] = m_Float2FromFloat2(shadow);
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}
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m_CrestNameSpaceEnd
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