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

@@ -7,24 +7,14 @@ using System.Reflection;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
using WaveHarmonic.Crest.Internal;
namespace WaveHarmonic.Crest
{
// High Definition Render Pipeline
partial class WaterRenderer
{
internal static partial class ShaderIDs
{
// High Definition Render Pipeline
public static readonly int s_PrimaryLightDirection = Shader.PropertyToID("g_Crest_PrimaryLightDirection");
public static readonly int s_PrimaryLightIntensity = Shader.PropertyToID("g_Crest_PrimaryLightIntensity");
}
internal static bool s_CameraMSAA;
bool _DoneHighDefinitionLighting;
void OnBeginContextRendering(ScriptableRenderContext context, System.Collections.Generic.List<Camera> cameras)
{
s_CameraMSAA = false;
@@ -32,55 +22,30 @@ namespace WaveHarmonic.Crest
// This use to be in OnBeginContextRendering with comment: "Most compatible with
// lighting options if computed here". Cannot remember what that meant.
internal void UpdateHighDefinitionLighting(Camera camera)
Color ApplyAtmosphericAttenuation(Camera camera, Light sun, Vector3 direction, Color intensity)
{
if (_DoneHighDefinitionLighting)
if (sun.TryGetComponent<HDAdditionalLightData>(out var data))
{
return;
}
var lightDirection = Vector3.zero;
var lightIntensity = Color.black;
var sun = PrimaryLight;
if (sun != null && sun.isActiveAndEnabled && sun.TryGetComponent<HDAdditionalLightData>(out var data))
{
lightDirection = -sun.transform.forward;
lightIntensity = Color.clear;
// We could get the main light in the shader the same way we get the main light
// shadows, but most of the data would be missing (including below horizon
// attenuation) which would require re-running the light loop which is expensive.
// It was reported that Light.intensity causes flickering when updated with
// HDAdditionalLightData.SetIntensity, unless we get intensity from there.
{
// Adapted from Helpers.FinalColor.
var light = data;
var linear = GraphicsSettings.lightsUseLinearIntensity;
var color = linear ? light.color.linear : light.color;
#if UNITY_6000_0_OR_NEWER
color *= sun.intensity;
#else
color *= light.intensity;
#endif
if (linear && light.useColorTemperature) color *= Mathf.CorrelatedColorTemperatureToRGB(sun.colorTemperature);
if (!linear) color = color.MaybeLinear();
lightIntensity = linear ? color.MaybeGamma() : color;
}
// Transmittance is for Physically Based Sky.
var hdCamera = HDCamera.GetOrCreate(camera);
var settings = SkyManager.GetSkySetting(hdCamera.volumeStack);
var transmittance = settings != null
? settings.EvaluateAtmosphericAttenuation(lightDirection, hdCamera.camera.transform.position)
? settings.EvaluateAtmosphericAttenuation(direction, hdCamera.camera.transform.position)
: Vector3.one;
lightIntensity *= transmittance.x;
lightIntensity *= transmittance.y;
lightIntensity *= transmittance.z;
intensity *= transmittance.x;
intensity *= transmittance.y;
intensity *= transmittance.z;
}
Shader.SetGlobalVector(ShaderIDs.s_PrimaryLightDirection, lightDirection);
Shader.SetGlobalVector(ShaderIDs.s_PrimaryLightIntensity, lightIntensity);
_DoneHighDefinitionLighting = true;
return intensity;
}
}
@@ -153,7 +118,8 @@ namespace WaveHarmonic.Crest
{
if (this == null) return;
if (!WaterRenderer.ShouldRender(camera, _Water.Surface.Layer))
// Currently, only do this for the surface.
if (!_Water._ActiveModules.HasFlag(WaterRenderer.ActiveModules.Surface))
{
return;
}
@@ -164,7 +130,7 @@ namespace WaveHarmonic.Crest
return;
}
var rt = Shader.GetGlobalTexture(Shader.PropertyToID("_CameraDepthTexture")) as RenderTexture;
var rt = Shader.GetGlobalTexture(ShaderIDs.Unity.s_CameraDepthTexture) as RenderTexture;
var hdCamera = HDCamera.GetOrCreate(camera);
if (hdCamera.allowDynamicResolution && hdCamera.canDoDynamicResolution)
@@ -213,12 +179,8 @@ namespace WaveHarmonic.Crest
var camera = hdCamera.camera;
var buffer = context.cmd;
if (!WaterRenderer.ShouldRender(camera, _Water.Surface.Layer))
{
return;
}
if (_Water.Surface.Material == null)
// Currently, only do this for the surface.
if (!_Water._ActiveModules.HasFlag(WaterRenderer.ActiveModules.Surface))
{
return;
}
@@ -228,12 +190,6 @@ namespace WaveHarmonic.Crest
return;
}
// Our reflections do not need them.
if (camera == WaterReflections.CurrentCamera)
{
return;
}
if (context.hdCamera.msaaEnabled)
{
WaterRenderer.s_CameraMSAA = true;