升级6.4.升级水,升级天气

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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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@@ -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