升级6.4.升级水,升级天气
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@@ -68,9 +68,6 @@ namespace WaveHarmonic.Crest
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-1
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);
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// Requested the temporary color texture.
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internal bool _NeedsColorTexture;
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sealed class UnderwaterSphericalHarmonicsData
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{
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internal Color[] _AmbientLighting = new Color[1];
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@@ -118,7 +115,7 @@ namespace WaveHarmonic.Crest
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_EffectCommandBuffer.Clear();
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if (!RenderBeforeTransparency || _NeedsColorTexture)
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if (!RenderBeforeTransparency || NeedsColorTexture)
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{
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// No need to clear as Blit will overwrite everything.
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_EffectCommandBuffer.GetTemporaryRT(ShaderIDs.s_CameraColorTexture, descriptor);
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@@ -140,7 +137,7 @@ namespace WaveHarmonic.Crest
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if (UseStencilBuffer)
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{
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descriptor.colorFormat = RenderTextureFormat.Depth;
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descriptor.depthBufferBits = (int)Helpers.k_DepthBits;
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descriptor.depthBufferBits = (int)Rendering.GetDefaultDepthBufferBits();
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// bindMS is necessary in this case for depth.
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descriptor.SetMSAASamples(camera);
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descriptor.bindMS = descriptor.msaaSamples > 1;
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@@ -176,7 +173,7 @@ namespace WaveHarmonic.Crest
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ExecuteEffect(camera, _EffectCommandBuffer, _CopyColor, _SetRenderTargetToBackBuffers);
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if (!RenderBeforeTransparency || _NeedsColorTexture)
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if (!RenderBeforeTransparency || NeedsColorTexture)
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{
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_EffectCommandBuffer.ReleaseTemporaryRT(ShaderIDs.s_CameraColorTexture);
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}
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@@ -192,7 +189,7 @@ namespace WaveHarmonic.Crest
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var isFullScreenRequired = true;
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#if d_CrestPortals
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if (_Portals.Active)
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if (_Water._ActiveModules.HasFlag(WaterRenderer.ActiveModules.Portal))
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{
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isFullScreenRequired = _Portals.RenderEffect(camera, buffer, _VolumeMaterial, copyColor, resetRenderTargets, properties);
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}
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@@ -272,9 +269,9 @@ namespace WaveHarmonic.Crest
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if (camera.cameraType != CameraType.Reflection)
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{
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// Skip work if camera is far enough below the surface.
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var forceFullShader = !_Water.Surface.Enabled || (_Water._ViewerHeightAboveWaterPerCamera < -8f && !Portaled);
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var forceFullShader = !_MaskRead || (_Water._PerCameraHeightReady && _Water._ViewerHeightAboveWaterPerCamera < -8f && !Portaled);
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_VolumeMaterial.SetKeyword("d_Crest_NoMaskColor", forceFullShader);
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_VolumeMaterial.SetKeyword("d_Crest_NoMaskDepth", !_Water.Surface.Enabled || RenderBeforeTransparency);
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_VolumeMaterial.SetKeyword("d_Crest_NoMaskDepth", !_MaskRead || RenderBeforeTransparency);
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}
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// Compute ambient lighting SH.
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