升级6.4.升级水,升级天气
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// <auto-generated/>
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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using UnityEngine;
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namespace WaveHarmonic.Crest.Editor.Settings
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{
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partial class PlatformSettings
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{
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public bool AlbedoSimulation => _Default || _OverrideAlbedoSimulation ? _AlbedoSimulation : Default.AlbedoSimulation;
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public bool AbsorptionSimulation => _Default || _OverrideAbsorptionSimulation ? _AbsorptionSimulation : Default.AbsorptionSimulation;
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public bool ScatteringSimulation => _Default || _OverrideScatteringSimulation ? _ScatteringSimulation : Default.ScatteringSimulation;
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public bool ShadowSimulation => _Default || _OverrideShadowSimulation ? _ShadowSimulation : Default.ShadowSimulation;
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public bool OutScattering => _Default || _OverrideOutScattering ? _OutScattering : Default.OutScattering;
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public bool NormalMaps => _Default || _OverrideNormalMaps ? _NormalMaps : Default.NormalMaps;
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public bool PlanarReflections => _Default || _OverridePlanarReflections ? _PlanarReflections : Default.PlanarReflections;
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public bool PlanarReflectionsApplySmoothness => _Default || _OverridePlanarReflectionsApplySmoothness ? _PlanarReflectionsApplySmoothness : Default.PlanarReflectionsApplySmoothness;
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public WaveHarmonic.Crest.Editor.Settings.SamplingMethod FoamSampling => _Default || _OverrideFoamSampling ? _FoamSampling : Default.FoamSampling;
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public bool FoamBioluminescence => _Default || _OverrideFoamBioluminescence ? _FoamBioluminescence : Default.FoamBioluminescence;
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public bool CausticsForceDistortion => _Default || _OverrideCausticsForceDistortion ? _CausticsForceDistortion : Default.CausticsForceDistortion;
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public bool AdditionalLights => _Default || _OverrideAdditionalLights ? _AdditionalLights : Default.AdditionalLights;
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public bool SimpleTransparency => _Default || _OverrideSimpleTransparency ? _SimpleTransparency : Default.SimpleTransparency;
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}
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}
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namespace WaveHarmonic.Crest.Editor
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{
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partial class ShaderSettingsAndroid
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{
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public static int s_CrestAlbedoSimulation = Settings.AlbedoSimulation ? 1 : 0;
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public static int s_CrestAbsorptionSimulation = Settings.AbsorptionSimulation ? 1 : 0;
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public static int s_CrestScatteringSimulation = Settings.ScatteringSimulation ? 1 : 0;
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public static int s_CrestShadowSimulation = Settings.ShadowSimulation ? 1 : 0;
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public static int s_CrestOutScattering = Settings.OutScattering ? 1 : 0;
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public static int s_CrestNormalMaps = Settings.NormalMaps ? 1 : 0;
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public static int s_CrestPlanarReflections = Settings.PlanarReflections ? 1 : 0;
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public static int s_CrestPlanarReflectionsApplySmoothness = Settings.PlanarReflectionsApplySmoothness ? 1 : 0;
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public static int s_CrestFoamSamplingMultiScale = Settings.FoamSampling.HasFlag(WaveHarmonic.Crest.Editor.Settings.SamplingMethod.MultiScale) ? 1 : 0;
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public static int s_CrestFoamSamplingStochastic = Settings.FoamSampling.HasFlag(WaveHarmonic.Crest.Editor.Settings.SamplingMethod.Stochastic) ? 1 : 0;
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public static int s_CrestFoamBioluminescence = Settings.FoamBioluminescence ? 1 : 0;
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public static int s_CrestCausticsForceDistortion = Settings.CausticsForceDistortion ? 1 : 0;
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public static int s_CrestAdditionalLights = Settings.AdditionalLights ? 1 : 0;
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public static int s_CrestSimpleTransparency = Settings.SimpleTransparency ? 1 : 0;
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}
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partial class ShaderSettingsDefault
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{
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public static int s_CrestAlbedoSimulation = Settings.AlbedoSimulation ? 1 : 0;
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public static int s_CrestAbsorptionSimulation = Settings.AbsorptionSimulation ? 1 : 0;
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public static int s_CrestScatteringSimulation = Settings.ScatteringSimulation ? 1 : 0;
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public static int s_CrestShadowSimulation = Settings.ShadowSimulation ? 1 : 0;
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public static int s_CrestOutScattering = Settings.OutScattering ? 1 : 0;
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public static int s_CrestNormalMaps = Settings.NormalMaps ? 1 : 0;
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public static int s_CrestPlanarReflections = Settings.PlanarReflections ? 1 : 0;
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public static int s_CrestPlanarReflectionsApplySmoothness = Settings.PlanarReflectionsApplySmoothness ? 1 : 0;
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public static int s_CrestFoamSamplingMultiScale = Settings.FoamSampling.HasFlag(WaveHarmonic.Crest.Editor.Settings.SamplingMethod.MultiScale) ? 1 : 0;
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public static int s_CrestFoamSamplingStochastic = Settings.FoamSampling.HasFlag(WaveHarmonic.Crest.Editor.Settings.SamplingMethod.Stochastic) ? 1 : 0;
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public static int s_CrestFoamBioluminescence = Settings.FoamBioluminescence ? 1 : 0;
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public static int s_CrestCausticsForceDistortion = Settings.CausticsForceDistortion ? 1 : 0;
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public static int s_CrestAdditionalLights = Settings.AdditionalLights ? 1 : 0;
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public static int s_CrestSimpleTransparency = Settings.SimpleTransparency ? 1 : 0;
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}
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partial class ShaderSettingsIOS
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{
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public static int s_CrestAlbedoSimulation = Settings.AlbedoSimulation ? 1 : 0;
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public static int s_CrestAbsorptionSimulation = Settings.AbsorptionSimulation ? 1 : 0;
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public static int s_CrestScatteringSimulation = Settings.ScatteringSimulation ? 1 : 0;
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public static int s_CrestShadowSimulation = Settings.ShadowSimulation ? 1 : 0;
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public static int s_CrestOutScattering = Settings.OutScattering ? 1 : 0;
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public static int s_CrestNormalMaps = Settings.NormalMaps ? 1 : 0;
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public static int s_CrestPlanarReflections = Settings.PlanarReflections ? 1 : 0;
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public static int s_CrestPlanarReflectionsApplySmoothness = Settings.PlanarReflectionsApplySmoothness ? 1 : 0;
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public static int s_CrestFoamSamplingMultiScale = Settings.FoamSampling.HasFlag(WaveHarmonic.Crest.Editor.Settings.SamplingMethod.MultiScale) ? 1 : 0;
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public static int s_CrestFoamSamplingStochastic = Settings.FoamSampling.HasFlag(WaveHarmonic.Crest.Editor.Settings.SamplingMethod.Stochastic) ? 1 : 0;
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public static int s_CrestFoamBioluminescence = Settings.FoamBioluminescence ? 1 : 0;
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public static int s_CrestCausticsForceDistortion = Settings.CausticsForceDistortion ? 1 : 0;
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public static int s_CrestAdditionalLights = Settings.AdditionalLights ? 1 : 0;
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public static int s_CrestSimpleTransparency = Settings.SimpleTransparency ? 1 : 0;
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}
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partial class ShaderSettingsServer
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{
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public static int s_CrestAlbedoSimulation = Settings.AlbedoSimulation ? 1 : 0;
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public static int s_CrestAbsorptionSimulation = Settings.AbsorptionSimulation ? 1 : 0;
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public static int s_CrestScatteringSimulation = Settings.ScatteringSimulation ? 1 : 0;
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public static int s_CrestShadowSimulation = Settings.ShadowSimulation ? 1 : 0;
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public static int s_CrestOutScattering = Settings.OutScattering ? 1 : 0;
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public static int s_CrestNormalMaps = Settings.NormalMaps ? 1 : 0;
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public static int s_CrestPlanarReflections = Settings.PlanarReflections ? 1 : 0;
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public static int s_CrestPlanarReflectionsApplySmoothness = Settings.PlanarReflectionsApplySmoothness ? 1 : 0;
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public static int s_CrestFoamSamplingMultiScale = Settings.FoamSampling.HasFlag(WaveHarmonic.Crest.Editor.Settings.SamplingMethod.MultiScale) ? 1 : 0;
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public static int s_CrestFoamSamplingStochastic = Settings.FoamSampling.HasFlag(WaveHarmonic.Crest.Editor.Settings.SamplingMethod.Stochastic) ? 1 : 0;
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public static int s_CrestFoamBioluminescence = Settings.FoamBioluminescence ? 1 : 0;
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public static int s_CrestCausticsForceDistortion = Settings.CausticsForceDistortion ? 1 : 0;
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public static int s_CrestAdditionalLights = Settings.AdditionalLights ? 1 : 0;
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public static int s_CrestSimpleTransparency = Settings.SimpleTransparency ? 1 : 0;
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}
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partial class ShaderSettingsStandalone
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{
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public static int s_CrestAlbedoSimulation = Settings.AlbedoSimulation ? 1 : 0;
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public static int s_CrestAbsorptionSimulation = Settings.AbsorptionSimulation ? 1 : 0;
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public static int s_CrestScatteringSimulation = Settings.ScatteringSimulation ? 1 : 0;
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public static int s_CrestShadowSimulation = Settings.ShadowSimulation ? 1 : 0;
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public static int s_CrestOutScattering = Settings.OutScattering ? 1 : 0;
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public static int s_CrestNormalMaps = Settings.NormalMaps ? 1 : 0;
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public static int s_CrestPlanarReflections = Settings.PlanarReflections ? 1 : 0;
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public static int s_CrestPlanarReflectionsApplySmoothness = Settings.PlanarReflectionsApplySmoothness ? 1 : 0;
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public static int s_CrestFoamSamplingMultiScale = Settings.FoamSampling.HasFlag(WaveHarmonic.Crest.Editor.Settings.SamplingMethod.MultiScale) ? 1 : 0;
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public static int s_CrestFoamSamplingStochastic = Settings.FoamSampling.HasFlag(WaveHarmonic.Crest.Editor.Settings.SamplingMethod.Stochastic) ? 1 : 0;
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public static int s_CrestFoamBioluminescence = Settings.FoamBioluminescence ? 1 : 0;
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public static int s_CrestCausticsForceDistortion = Settings.CausticsForceDistortion ? 1 : 0;
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public static int s_CrestAdditionalLights = Settings.AdditionalLights ? 1 : 0;
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public static int s_CrestSimpleTransparency = Settings.SimpleTransparency ? 1 : 0;
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}
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partial class ShaderSettingsTVOS
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{
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public static int s_CrestAlbedoSimulation = Settings.AlbedoSimulation ? 1 : 0;
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public static int s_CrestAbsorptionSimulation = Settings.AbsorptionSimulation ? 1 : 0;
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public static int s_CrestScatteringSimulation = Settings.ScatteringSimulation ? 1 : 0;
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public static int s_CrestShadowSimulation = Settings.ShadowSimulation ? 1 : 0;
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public static int s_CrestOutScattering = Settings.OutScattering ? 1 : 0;
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public static int s_CrestNormalMaps = Settings.NormalMaps ? 1 : 0;
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public static int s_CrestPlanarReflections = Settings.PlanarReflections ? 1 : 0;
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public static int s_CrestPlanarReflectionsApplySmoothness = Settings.PlanarReflectionsApplySmoothness ? 1 : 0;
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public static int s_CrestFoamSamplingMultiScale = Settings.FoamSampling.HasFlag(WaveHarmonic.Crest.Editor.Settings.SamplingMethod.MultiScale) ? 1 : 0;
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public static int s_CrestFoamSamplingStochastic = Settings.FoamSampling.HasFlag(WaveHarmonic.Crest.Editor.Settings.SamplingMethod.Stochastic) ? 1 : 0;
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public static int s_CrestFoamBioluminescence = Settings.FoamBioluminescence ? 1 : 0;
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public static int s_CrestCausticsForceDistortion = Settings.CausticsForceDistortion ? 1 : 0;
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public static int s_CrestAdditionalLights = Settings.AdditionalLights ? 1 : 0;
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public static int s_CrestSimpleTransparency = Settings.SimpleTransparency ? 1 : 0;
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}
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partial class ShaderSettingsVisionOS
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{
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public static int s_CrestAlbedoSimulation = Settings.AlbedoSimulation ? 1 : 0;
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public static int s_CrestAbsorptionSimulation = Settings.AbsorptionSimulation ? 1 : 0;
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public static int s_CrestScatteringSimulation = Settings.ScatteringSimulation ? 1 : 0;
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public static int s_CrestShadowSimulation = Settings.ShadowSimulation ? 1 : 0;
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public static int s_CrestOutScattering = Settings.OutScattering ? 1 : 0;
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public static int s_CrestNormalMaps = Settings.NormalMaps ? 1 : 0;
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public static int s_CrestPlanarReflections = Settings.PlanarReflections ? 1 : 0;
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public static int s_CrestPlanarReflectionsApplySmoothness = Settings.PlanarReflectionsApplySmoothness ? 1 : 0;
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public static int s_CrestFoamSamplingMultiScale = Settings.FoamSampling.HasFlag(WaveHarmonic.Crest.Editor.Settings.SamplingMethod.MultiScale) ? 1 : 0;
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public static int s_CrestFoamSamplingStochastic = Settings.FoamSampling.HasFlag(WaveHarmonic.Crest.Editor.Settings.SamplingMethod.Stochastic) ? 1 : 0;
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public static int s_CrestFoamBioluminescence = Settings.FoamBioluminescence ? 1 : 0;
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public static int s_CrestCausticsForceDistortion = Settings.CausticsForceDistortion ? 1 : 0;
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public static int s_CrestAdditionalLights = Settings.AdditionalLights ? 1 : 0;
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public static int s_CrestSimpleTransparency = Settings.SimpleTransparency ? 1 : 0;
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}
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partial class ShaderSettingsWeb
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{
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public static int s_CrestAlbedoSimulation = Settings.AlbedoSimulation ? 1 : 0;
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public static int s_CrestAbsorptionSimulation = Settings.AbsorptionSimulation ? 1 : 0;
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public static int s_CrestScatteringSimulation = Settings.ScatteringSimulation ? 1 : 0;
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public static int s_CrestShadowSimulation = Settings.ShadowSimulation ? 1 : 0;
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public static int s_CrestOutScattering = Settings.OutScattering ? 1 : 0;
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public static int s_CrestNormalMaps = Settings.NormalMaps ? 1 : 0;
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public static int s_CrestPlanarReflections = Settings.PlanarReflections ? 1 : 0;
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public static int s_CrestPlanarReflectionsApplySmoothness = Settings.PlanarReflectionsApplySmoothness ? 1 : 0;
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public static int s_CrestFoamSamplingMultiScale = Settings.FoamSampling.HasFlag(WaveHarmonic.Crest.Editor.Settings.SamplingMethod.MultiScale) ? 1 : 0;
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public static int s_CrestFoamSamplingStochastic = Settings.FoamSampling.HasFlag(WaveHarmonic.Crest.Editor.Settings.SamplingMethod.Stochastic) ? 1 : 0;
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public static int s_CrestFoamBioluminescence = Settings.FoamBioluminescence ? 1 : 0;
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public static int s_CrestCausticsForceDistortion = Settings.CausticsForceDistortion ? 1 : 0;
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public static int s_CrestAdditionalLights = Settings.AdditionalLights ? 1 : 0;
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public static int s_CrestSimpleTransparency = Settings.SimpleTransparency ? 1 : 0;
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}
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}
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