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

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@@ -25,7 +25,7 @@ namespace WaveHarmonic.Crest
public void SetVectorArray(int param, Vector4[] value) => Commands.SetGlobalVectorArray(param, value);
public void SetMatrix(int param, Matrix4x4 value) => Commands.SetGlobalMatrix(param, value);
public void SetInteger(int param, int value) => Commands.SetGlobalInteger(param, value);
public void SetBoolean(int param, bool value) => Commands.SetGlobalInteger(param, value ? 1 : 0);
public void SetBoolean(int param, bool value) => Commands.SetGlobalFloat(param, value ? 1f : 0f);
public void GetBlock() { }
public void SetBlock() { }
@@ -73,7 +73,7 @@ namespace WaveHarmonic.Crest
public void SetVectorArray(int param, Vector4[] value) => Commands.SetGlobalVectorArray(param, value);
public void SetMatrix(int param, Matrix4x4 value) => Commands.SetGlobalMatrix(param, value);
public void SetInteger(int param, int value) => Commands.SetGlobalInteger(param, value);
public void SetBoolean(int param, bool value) => Commands.SetGlobalInteger(param, value ? 1 : 0);
public void SetBoolean(int param, bool value) => Commands.SetGlobalFloat(param, value ? 1f : 0f);
public void GetBlock() { }
public void SetBlock() { }

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@@ -23,6 +23,11 @@ namespace WaveHarmonic.Crest
void SetBlock();
}
interface IPropertyWrapperVariants : IPropertyWrapper
{
void SetKeyword(in LocalKeyword keyword, bool value);
}
static class PropertyWrapperConstants
{
internal const string k_NoShaderMessage = "Cannot create required material because shader <i>{0}</i> could not be found or loaded."
@@ -40,7 +45,7 @@ namespace WaveHarmonic.Crest
public void SetVectorArray(int param, Vector4[] value) => Buffer.SetGlobalVectorArray(param, value);
public void SetMatrix(int param, Matrix4x4 value) => Buffer.SetGlobalMatrix(param, value);
public void SetInteger(int param, int value) => Buffer.SetGlobalInteger(param, value);
public void SetBoolean(int param, bool value) => Buffer.SetGlobalInteger(param, value ? 1 : 0);
public void SetBoolean(int param, bool value) => Buffer.SetGlobalFloat(param, value ? 1f : 0f);
public void GetBlock() { }
public void SetBlock() { }
@@ -65,14 +70,13 @@ namespace WaveHarmonic.Crest
public void SetVectorArray(int param, Vector4[] value) => PropertyBlock.SetVectorArray(param, value);
public void SetMatrix(int param, Matrix4x4 value) => PropertyBlock.SetMatrix(param, value);
public void SetInteger(int param, int value) => PropertyBlock.SetInteger(param, value);
public void SetBoolean(int param, bool value) => PropertyBlock.SetInteger(param, value ? 1 : 0);
public void SetBoolean(int param, bool value) => PropertyBlock.SetFloat(param, value ? 1f : 0f);
public void GetBlock() => Renderer.GetPropertyBlock(PropertyBlock);
public void SetBlock() => Renderer.SetPropertyBlock(PropertyBlock);
}
[System.Serializable]
readonly struct PropertyWrapperMaterial : IPropertyWrapper
readonly struct PropertyWrapperMaterial : IPropertyWrapperVariants
{
public Material Material { get; }
@@ -97,7 +101,7 @@ namespace WaveHarmonic.Crest
public void SetVectorArray(int param, Vector4[] value) => Material.SetVectorArray(param, value);
public void SetMatrix(int param, Matrix4x4 value) => Material.SetMatrix(param, value);
public void SetInteger(int param, int value) => Material.SetInteger(param, value);
public void SetBoolean(int param, bool value) => Material.SetInteger(param, value ? 1 : 0);
public void SetBoolean(int param, bool value) => Material.SetFloat(param, value ? 1f : 0f);
public void GetBlock() { }
public void SetBlock() { }
@@ -117,14 +121,13 @@ namespace WaveHarmonic.Crest
public void SetVectorArray(int param, Vector4[] value) => MaterialPropertyBlock.SetVectorArray(param, value);
public void SetMatrix(int param, Matrix4x4 value) => MaterialPropertyBlock.SetMatrix(param, value);
public void SetInteger(int param, int value) => MaterialPropertyBlock.SetInteger(param, value);
public void SetBoolean(int param, bool value) => MaterialPropertyBlock.SetInteger(param, value ? 1 : 0);
public void SetBoolean(int param, bool value) => MaterialPropertyBlock.SetFloat(param, value ? 1f : 0f);
public void GetBlock() { }
public void SetBlock() { }
}
[System.Serializable]
readonly struct PropertyWrapperCompute : IPropertyWrapper
readonly struct PropertyWrapperCompute : IPropertyWrapperVariants
{
readonly CommandBuffer _Buffer;
readonly ComputeShader _Shader;
@@ -140,7 +143,8 @@ namespace WaveHarmonic.Crest
public void SetFloat(int param, float value) => _Buffer.SetComputeFloatParam(_Shader, param, value);
public void SetFloatArray(int param, float[] value) => _Buffer.SetGlobalFloatArray(param, value);
public void SetInteger(int param, int value) => _Buffer.SetComputeIntParam(_Shader, param, value);
public void SetBoolean(int param, bool value) => _Buffer.SetComputeIntParam(_Shader, param, value ? 1 : 0);
public void SetIntegers(int param, params int[] value) => _Buffer.SetComputeIntParams(_Shader, param, value);
public void SetBoolean(int param, bool value) => _Buffer.SetComputeFloatParam(_Shader, param, value ? 1f : 0f);
public void SetTexture(int param, Texture value) => _Buffer.SetComputeTextureParam(_Shader, _Kernel, param, value);
public void SetTexture(int param, RenderTargetIdentifier value) => _Buffer.SetComputeTextureParam(_Shader, _Kernel, param, value);
public void SetBuffer(int param, ComputeBuffer value) => _Buffer.SetComputeBufferParam(_Shader, _Kernel, param, value);
@@ -156,8 +160,7 @@ namespace WaveHarmonic.Crest
public void Dispatch(int x, int y, int z) => _Buffer.DispatchCompute(_Shader, _Kernel, x, y, z);
}
[System.Serializable]
readonly struct PropertyWrapperComputeStandalone : IPropertyWrapper
readonly struct PropertyWrapperComputeStandalone : IPropertyWrapperVariants
{
readonly ComputeShader _Shader;
readonly int _Kernel;
@@ -171,7 +174,7 @@ namespace WaveHarmonic.Crest
public void SetFloat(int param, float value) => _Shader.SetFloat(param, value);
public void SetFloatArray(int param, float[] value) => _Shader.SetFloats(param, value);
public void SetInteger(int param, int value) => _Shader.SetInt(param, value);
public void SetBoolean(int param, bool value) => _Shader.SetBool(param, value);
public void SetBoolean(int param, bool value) => _Shader.SetFloat(param, value ? 1f : 0f);
public void SetTexture(int param, Texture value) => _Shader.SetTexture(_Kernel, param, value);
public void SetBuffer(int param, ComputeBuffer value) => _Shader.SetBuffer(_Kernel, param, value);
public void SetConstantBuffer(int param, ComputeBuffer value) => _Shader.SetConstantBuffer(param, value, 0, value.stride);

View File

@@ -61,6 +61,7 @@ namespace WaveHarmonic.Crest
cameraData = frameData.Get<UniversalCameraData>();
renderingData = frameData.Get<UniversalRenderingData>();
#if URP_COMPATIBILITY_MODE
if (builder == null)
{
#pragma warning disable CS0618 // Type or member is obsolete
@@ -69,6 +70,7 @@ namespace WaveHarmonic.Crest
#pragma warning restore CS0618 // Type or member is obsolete
}
else
#endif
{
colorTargetHandle = resources.activeColorTexture;
depthTargetHandle = resources.activeDepthTexture;

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@@ -93,6 +93,7 @@ namespace WaveHarmonic.Crest
return false;
}
// Modified from:
// https://github.com/Unity-Technologies/Graphics/blob/19ec161f3f752db865597374b3ad1b3eaf110097/Packages/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs#L697-L729
/// <summary>
@@ -108,7 +109,8 @@ namespace WaveHarmonic.Crest
/// <param name="mipMapBias">Bias applied to mipmaps during filtering.</param>
/// <param name="name">Name of the RTHandle.</param>
/// <returns>If the RTHandle should be re-allocated</returns>
public static bool ReAllocateIfNeeded(
public static bool ReAllocateIfNeeded
(
ref RTHandle handle,
Vector2 scaleFactor,
in RenderTextureDescriptor descriptor,
@@ -117,50 +119,28 @@ namespace WaveHarmonic.Crest
bool isShadowMap = false,
int anisoLevel = 1,
float mipMapBias = 0,
string name = "")
string name = ""
)
{
var usingConstantScale = handle != null && handle.useScaling && handle.scaleFactor == scaleFactor;
if (!usingConstantScale || RTHandleNeedsReAlloc(handle, descriptor, filterMode, wrapMode, isShadowMap, anisoLevel, mipMapBias, name, true))
// Only HDRP seems to use this?
if (RenderPipelineHelper.IsHighDefinition)
{
handle?.Release();
handle = RTHandles.Alloc(scaleFactor, descriptor, filterMode, wrapMode, isShadowMap, anisoLevel, mipMapBias, name);
return true;
var usingConstantScale = handle != null && handle.useScaling && handle.scaleFactor == scaleFactor;
if (!usingConstantScale || RTHandleNeedsReAlloc(handle, descriptor, filterMode, wrapMode, isShadowMap, anisoLevel, mipMapBias, name, true))
{
handle?.Release();
handle = RTHandles.Alloc(scaleFactor, descriptor, filterMode, wrapMode, isShadowMap, anisoLevel, mipMapBias, name);
return true;
}
}
return false;
}
// https://github.com/Unity-Technologies/Graphics/blob/19ec161f3f752db865597374b3ad1b3eaf110097/Packages/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs#L731-L764
/// <summary>
/// Re-allocate dynamically resized RTHandle if it is not allocated or doesn't match the descriptor
/// </summary>
/// <param name="handle">RTHandle to check (can be null)</param>
/// <param name="scaleFunc">Function used for the RTHandle size computation.</param>
/// <param name="descriptor">Descriptor for the RTHandle to match</param>
/// <param name="filterMode">Filtering mode of the RTHandle.</param>
/// <param name="wrapMode">Addressing mode of the RTHandle.</param>
/// <param name="isShadowMap">Set to true if the depth buffer should be used as a shadow map.</param>
/// <param name="anisoLevel">Anisotropic filtering level.</param>
/// <param name="mipMapBias">Bias applied to mipmaps during filtering.</param>
/// <param name="name">Name of the RTHandle.</param>
/// <returns>If an allocation was done</returns>
public static bool ReAllocateIfNeeded(
ref RTHandle handle,
ScaleFunc scaleFunc,
in RenderTextureDescriptor descriptor,
FilterMode filterMode = FilterMode.Point,
TextureWrapMode wrapMode = TextureWrapMode.Repeat,
bool isShadowMap = false,
int anisoLevel = 1,
float mipMapBias = 0,
string name = "")
{
var usingScaleFunction = handle != null && handle.useScaling && handle.scaleFactor == Vector2.zero;
if (!usingScaleFunction || RTHandleNeedsReAlloc(handle, descriptor, filterMode, wrapMode, isShadowMap, anisoLevel, mipMapBias, name, true))
else
{
handle?.Release();
handle = RTHandles.Alloc(scaleFunc, descriptor, filterMode, wrapMode, isShadowMap, anisoLevel, mipMapBias, name);
return true;
if (RTHandleNeedsReAlloc(handle, descriptor, filterMode, wrapMode, isShadowMap, anisoLevel, mipMapBias, name, false))
{
handle?.Release();
handle = RTHandles.Alloc(descriptor, filterMode, wrapMode, isShadowMap, anisoLevel, mipMapBias, name);
return true;
}
}
return false;

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@@ -2,11 +2,18 @@
// Copyright © 2024 Wave Harmonic. All rights reserved.
// ENABLE_VR is defined if the platform supports XR.
// d_UnityModuleVR is defined if the VR module is installed.
// VR module depends on XR module (which does nothing by itself) so we only need to check the VR module.
#if ENABLE_VR && d_UnityModuleVR
// In Unity 6.5, the XR module replaced the VR module.
#if ENABLE_VR
#if UNITY_6000_5_OR_NEWER
#if d_UnityModuleXR
#define _XR_ENABLED
#endif
#else
#if d_UnityModuleVR
#define _XR_ENABLED
#endif
#endif
#endif
using System.Collections.Generic;
using System.Diagnostics;

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@@ -1,18 +1,102 @@
// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
#if ENABLE_VR && d_UnityModuleVR
#if ENABLE_VR
#if UNITY_6000_5_OR_NEWER
#if d_UnityModuleXR
#define _XR_ENABLED
#endif
#else
#if d_UnityModuleVR
#define _XR_ENABLED
#endif
#endif
#endif
using System.Runtime.CompilerServices;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
using UnityEngine.XR;
namespace WaveHarmonic.Crest
{
static partial class Rendering
{
// Taken from Unity 6.5:
// Packages/com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs
/// <summary>
/// Return the GraphicsFormat of DepthStencil RenderTarget preferred for the current platform.
/// </summary>
/// <returns>The GraphicsFormat of DepthStencil RenderTarget preferred for the current platform.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static GraphicsFormat GetDefaultDepthStencilFormat()
{
#if UNITY_SWITCH || UNITY_SWITCH2 || UNITY_EMBEDDED_LINUX || UNITY_QNX || UNITY_ANDROID
return GraphicsFormat.D24_UNorm_S8_UInt;
#else
return GraphicsFormat.D32_SFloat_S8_UInt;
#endif
}
// Taken from Unity 6.5:
// Packages/com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs
/// <summary>
/// Return the GraphicsFormat of Depth-only RenderTarget preferred for the current platform.
/// </summary>
/// <returns>The GraphicsFormat of Depth-only RenderTarget preferred for the current platform.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static GraphicsFormat GetDefaultDepthOnlyFormat()
{
#if UNITY_SWITCH || UNITY_SWITCH2 || UNITY_EMBEDDED_LINUX || UNITY_QNX || UNITY_ANDROID
return GraphicsFormatUtility.GetDepthStencilFormat(24, 0); // returns GraphicsFormat.D24_UNorm when hardware supports it
#else
return GraphicsFormat.D32_SFloat;
#endif
}
// Taken from Unity 6.5:
// Packages/com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs
/// <summary>
/// Return the number of DepthStencil RenderTarget depth bits preferred for the current platform.
/// </summary>
/// <returns>The number of DepthStencil RenderTarget depth bits preferred for the current platform.</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static DepthBits GetDefaultDepthBufferBits()
{
#if UNITY_SWITCH || UNITY_SWITCH2 || UNITY_EMBEDDED_LINUX || UNITY_QNX || UNITY_ANDROID
return DepthBits.Depth24;
#else
return DepthBits.Depth32;
#endif
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static GraphicsFormat GetDefaultColorFormat(bool hdr)
{
return SystemInfo.GetGraphicsFormat(hdr ? DefaultFormat.HDR : DefaultFormat.LDR);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static GraphicsFormat GetDefaultDepthFormat(bool stencil)
{
return stencil ? GetDefaultDepthStencilFormat() : GetDefaultDepthOnlyFormat();
}
// URP_COMPATIBILITY_MODE = URP + UE < 6.4
public static bool IsRenderGraph => RenderPipelineHelper.IsUniversal
#if URP_COMPATIBILITY_MODE
#if !UNITY_6000_0_OR_NEWER
&& false
#else
&& !GraphicsSettings.GetRenderPipelineSettings<UnityEngine.Rendering.Universal.RenderGraphSettings>().enableRenderCompatibilityMode
#endif
#endif
;
public static partial class BIRP
{
static partial class ShaderIDs