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

@@ -24,9 +24,7 @@ namespace WaveHarmonic.Crest
{
_Water = water;
renderPassEvent = RenderPassEvent.BeforeRenderingTransparents;
// Copy color happens between "after skybox" and "before transparency".
ConfigureInput(ScriptableRenderPassInput.Color | ScriptableRenderPassInput.Depth);
ConfigureInput(ScriptableRenderPassInput.None);
}
public static void Enable(WaterRenderer water)
@@ -52,25 +50,18 @@ namespace WaveHarmonic.Crest
internal void OnBeginCameraRendering(ScriptableRenderContext context, Camera camera)
{
if (!WaterRenderer.ShouldRender(camera, Instance._Water.Surface.Layer))
if (!IsTransparent(_Water.Surface.Material))
{
return;
}
// Our reflections do not need them.
if (camera == WaterReflections.CurrentCamera)
{
return;
}
if (Instance._Water.Surface.Material == null)
{
return;
}
if (!IsTransparent(Instance._Water.Surface.Material))
{
return;
// Copy color happens between "after skybox" and "before transparency".
var pass = ScriptableRenderPassInput.Color | ScriptableRenderPassInput.Depth;
#if d_Crest_SimpleTransparency
pass = ScriptableRenderPassInput.None;
#endif
ConfigureInput(pass);
}
camera.GetUniversalAdditionalCameraData().scriptableRenderer.EnqueuePass(Instance);
@@ -113,6 +104,7 @@ namespace WaveHarmonic.Crest
var rld = new RendererListDesc(_ShaderTagID, renderingData.cullResults, cameraData.camera)
{
layerMask = 1 << _Water.Surface.Layer,
// Required to set the pass. Use shader to keep WB material overrides.
overrideShader = _Water.Surface.Material.shader,
overrideShaderPassIndex = 0, // UniversalForward
renderQueueRange = RenderQueueRange.transparent,
@@ -129,7 +121,10 @@ namespace WaveHarmonic.Crest
});
}
}
#endif
#if URP_COMPATIBILITY_MODE
#if UNITY_6000_0_OR_NEWER
[System.Obsolete]
#endif
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
@@ -144,6 +139,7 @@ namespace WaveHarmonic.Crest
var rld = new RendererListDesc(_ShaderTagID, renderingData.cullResults, renderingData.cameraData.camera)
{
layerMask = 1 << _Water.Surface.Layer,
// Required to set the pass. Use shader to keep WB material overrides.
overrideShader = _Water.Surface.Material.shader,
overrideShaderPassIndex = 0, // UniversalForward
renderQueueRange = RenderQueueRange.transparent,
@@ -156,6 +152,7 @@ namespace WaveHarmonic.Crest
context.ExecuteCommandBuffer(buffer);
CommandBufferPool.Release(buffer);
}
#endif
}
}
}