升级6.4.升级水,升级天气

This commit is contained in:
2026-04-05 00:26:54 +08:00
parent 63bc9b5536
commit 5f7cbfb713
635 changed files with 34718 additions and 22567 deletions

View File

@@ -12,6 +12,7 @@ namespace WaveHarmonic.Crest
/// <summary>
/// Data that gives depth of the water (height of sea level above water floor).
/// </summary>
[FilterEnum(nameof(_QuerySource), Filtered.Mode.Exclude, (int)LodQuerySource.CPU)]
[FilterEnum(nameof(_TextureFormatMode), Filtered.Mode.Exclude, (int)LodTextureFormatMode.Automatic)]
public sealed partial class DepthLod : Lod<IDepthProvider>
{
@@ -33,11 +34,12 @@ namespace WaveHarmonic.Crest
// We want the clear color to be the mininimum terrain height (-1000m).
// Mathf.Infinity can cause problems for distance.
static readonly Color s_NullColor = new(-k_DepthBaseline, k_DepthBaseline, 0, 0);
static Color NullColor => Helpers.IsWebGPU ? new(float.MinValue, float.MaxValue, 0, 0) : s_NullColor;
internal override string ID => "Depth";
internal override string Name => "Water Depth";
internal override Color GizmoColor => s_GizmoColor;
private protected override Color ClearColor => s_NullColor;
private protected override Color ClearColor => NullColor;
private protected override bool NeedToReadWriteTextureData => true;
private protected override GraphicsFormat RequestedTextureFormat => _TextureFormatMode switch
@@ -56,7 +58,7 @@ namespace WaveHarmonic.Crest
{
if (_NullTexture == null)
{
var texture = TextureArrayHelpers.CreateTexture2D(s_NullColor, UnityEngine.TextureFormat.RFloat);
var texture = TextureArrayHelpers.CreateTexture2D(NullColor, UnityEngine.TextureFormat.RFloat);
texture.name = $"_Crest_{ID}LodTemporaryDefaultTexture";
_NullTexture = TextureArrayHelpers.CreateTexture2DArray(texture, k_MaximumSlices);
_NullTexture.name = $"_Crest_{ID}LodDefaultTexture";
@@ -71,13 +73,16 @@ namespace WaveHarmonic.Crest
{
_Enabled = true;
_TextureFormat = GraphicsFormat.R16G16_SFloat;
_MaximumQueryCount = 512;
}
private protected override IDepthProvider CreateProvider(bool enable)
private protected override IDepthProvider CreateProvider(bool onEnable)
{
Queryable?.CleanUp();
// Depth is GPU only, and can only be queried using the compute path.
return enable && Enabled ? new DepthQuery(_Water) : IDepthProvider.None;
return onEnable && Enabled && QuerySource == LodQuerySource.GPU
? IDepthProvider.Create(_Water)
: IDepthProvider.None;
}
internal static readonly SortedList<int, ILodInput> s_Inputs = new(Helpers.DuplicateComparison);