升级6.4.升级水,升级天气
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@@ -24,9 +24,7 @@ namespace WaveHarmonic.Crest
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{
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_Water = water;
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renderPassEvent = RenderPassEvent.BeforeRenderingTransparents;
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// Copy color happens between "after skybox" and "before transparency".
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ConfigureInput(ScriptableRenderPassInput.Color | ScriptableRenderPassInput.Depth);
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ConfigureInput(ScriptableRenderPassInput.None);
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}
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public static void Enable(WaterRenderer water)
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@@ -52,25 +50,18 @@ namespace WaveHarmonic.Crest
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internal void OnBeginCameraRendering(ScriptableRenderContext context, Camera camera)
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{
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if (!WaterRenderer.ShouldRender(camera, Instance._Water.Surface.Layer))
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if (!IsTransparent(_Water.Surface.Material))
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{
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return;
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}
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// Our reflections do not need them.
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if (camera == WaterReflections.CurrentCamera)
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{
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return;
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}
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if (Instance._Water.Surface.Material == null)
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{
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return;
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}
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if (!IsTransparent(Instance._Water.Surface.Material))
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{
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return;
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// Copy color happens between "after skybox" and "before transparency".
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var pass = ScriptableRenderPassInput.Color | ScriptableRenderPassInput.Depth;
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#if d_Crest_SimpleTransparency
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pass = ScriptableRenderPassInput.None;
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#endif
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ConfigureInput(pass);
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}
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camera.GetUniversalAdditionalCameraData().scriptableRenderer.EnqueuePass(Instance);
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@@ -113,6 +104,7 @@ namespace WaveHarmonic.Crest
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var rld = new RendererListDesc(_ShaderTagID, renderingData.cullResults, cameraData.camera)
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{
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layerMask = 1 << _Water.Surface.Layer,
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// Required to set the pass. Use shader to keep WB material overrides.
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overrideShader = _Water.Surface.Material.shader,
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overrideShaderPassIndex = 0, // UniversalForward
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renderQueueRange = RenderQueueRange.transparent,
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@@ -129,7 +121,10 @@ namespace WaveHarmonic.Crest
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});
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}
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}
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#endif
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#if URP_COMPATIBILITY_MODE
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#if UNITY_6000_0_OR_NEWER
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[System.Obsolete]
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#endif
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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@@ -144,6 +139,7 @@ namespace WaveHarmonic.Crest
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var rld = new RendererListDesc(_ShaderTagID, renderingData.cullResults, renderingData.cameraData.camera)
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{
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layerMask = 1 << _Water.Surface.Layer,
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// Required to set the pass. Use shader to keep WB material overrides.
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overrideShader = _Water.Surface.Material.shader,
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overrideShaderPassIndex = 0, // UniversalForward
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renderQueueRange = RenderQueueRange.transparent,
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@@ -156,6 +152,7 @@ namespace WaveHarmonic.Crest
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context.ExecuteCommandBuffer(buffer);
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CommandBufferPool.Release(buffer);
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}
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#endif
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}
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}
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}
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