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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//
// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead
//
#ifndef SETTINGS_CREST_ANDROID_HLSL
#define SETTINGS_CREST_ANDROID_HLSL
//
// WaveHarmonic.Crest.Editor.ShaderSettingsAndroid: static fields
//
#define CREST_ALBEDO_SIMULATION (1)
#define CREST_ABSORPTION_SIMULATION (1)
#define CREST_SCATTERING_SIMULATION (1)
#define CREST_SHADOW_SIMULATION (1)
#define CREST_OUT_SCATTERING (1)
#define CREST_NORMAL_MAPS (1)
#define CREST_PLANAR_REFLECTIONS (1)
#define CREST_PLANAR_REFLECTIONS_APPLY_SMOOTHNESS (1)
#define CREST_FOAM_SAMPLING_MULTI_SCALE (1)
#define CREST_FOAM_SAMPLING_STOCHASTIC (0)
#define CREST_FOAM_BIOLUMINESCENCE (1)
#define CREST_CAUSTICS_FORCE_DISTORTION (1)
#define CREST_ADDITIONAL_LIGHTS (1)
#define CREST_SIMPLE_TRANSPARENCY (0)
#endif

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//
// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead
//
#ifndef SETTINGS_CREST_DEFAULT_HLSL
#define SETTINGS_CREST_DEFAULT_HLSL
//
// WaveHarmonic.Crest.Editor.ShaderSettingsDefault: static fields
//
#define CREST_ALBEDO_SIMULATION (1)
#define CREST_ABSORPTION_SIMULATION (1)
#define CREST_SCATTERING_SIMULATION (1)
#define CREST_SHADOW_SIMULATION (1)
#define CREST_OUT_SCATTERING (1)
#define CREST_NORMAL_MAPS (1)
#define CREST_PLANAR_REFLECTIONS (1)
#define CREST_PLANAR_REFLECTIONS_APPLY_SMOOTHNESS (1)
#define CREST_FOAM_SAMPLING_MULTI_SCALE (1)
#define CREST_FOAM_SAMPLING_STOCHASTIC (0)
#define CREST_FOAM_BIOLUMINESCENCE (1)
#define CREST_CAUSTICS_FORCE_DISTORTION (1)
#define CREST_ADDITIONAL_LIGHTS (1)
#define CREST_SIMPLE_TRANSPARENCY (0)
#endif

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//
// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead
//
#ifndef SETTINGS_CREST_SERVER_HLSL
#define SETTINGS_CREST_SERVER_HLSL
//
// WaveHarmonic.Crest.Editor.ShaderSettingsServer: static fields
//
#define CREST_ALBEDO_SIMULATION (1)
#define CREST_ABSORPTION_SIMULATION (1)
#define CREST_SCATTERING_SIMULATION (1)
#define CREST_SHADOW_SIMULATION (1)
#define CREST_OUT_SCATTERING (1)
#define CREST_NORMAL_MAPS (1)
#define CREST_PLANAR_REFLECTIONS (1)
#define CREST_PLANAR_REFLECTIONS_APPLY_SMOOTHNESS (1)
#define CREST_FOAM_SAMPLING_MULTI_SCALE (1)
#define CREST_FOAM_SAMPLING_STOCHASTIC (0)
#define CREST_FOAM_BIOLUMINESCENCE (1)
#define CREST_CAUSTICS_FORCE_DISTORTION (1)
#define CREST_ADDITIONAL_LIGHTS (1)
#define CREST_SIMPLE_TRANSPARENCY (0)
#endif

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//
// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead
//
#ifndef SETTINGS_CREST_STANDALONE_HLSL
#define SETTINGS_CREST_STANDALONE_HLSL
//
// WaveHarmonic.Crest.Editor.ShaderSettingsStandalone: static fields
//
#define CREST_ALBEDO_SIMULATION (1)
#define CREST_ABSORPTION_SIMULATION (1)
#define CREST_SCATTERING_SIMULATION (1)
#define CREST_SHADOW_SIMULATION (1)
#define CREST_OUT_SCATTERING (1)
#define CREST_NORMAL_MAPS (1)
#define CREST_PLANAR_REFLECTIONS (1)
#define CREST_PLANAR_REFLECTIONS_APPLY_SMOOTHNESS (1)
#define CREST_FOAM_SAMPLING_MULTI_SCALE (1)
#define CREST_FOAM_SAMPLING_STOCHASTIC (0)
#define CREST_FOAM_BIOLUMINESCENCE (1)
#define CREST_CAUSTICS_FORCE_DISTORTION (1)
#define CREST_ADDITIONAL_LIGHTS (1)
#define CREST_SIMPLE_TRANSPARENCY (0)
#endif

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//
// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead
//
#ifndef SETTINGS_CREST_WEB_HLSL
#define SETTINGS_CREST_WEB_HLSL
//
// WaveHarmonic.Crest.Editor.ShaderSettingsWeb: static fields
//
#define CREST_ALBEDO_SIMULATION (0)
#define CREST_ABSORPTION_SIMULATION (0)
#define CREST_SCATTERING_SIMULATION (0)
#define CREST_SHADOW_SIMULATION (0)
#define CREST_OUT_SCATTERING (1)
#define CREST_NORMAL_MAPS (1)
#define CREST_PLANAR_REFLECTIONS (0)
#define CREST_PLANAR_REFLECTIONS_APPLY_SMOOTHNESS (1)
#define CREST_FOAM_SAMPLING_MULTI_SCALE (1)
#define CREST_FOAM_SAMPLING_STOCHASTIC (0)
#define CREST_FOAM_BIOLUMINESCENCE (0)
#define CREST_CAUSTICS_FORCE_DISTORTION (0)
#define CREST_ADDITIONAL_LIGHTS (1)
#define CREST_SIMPLE_TRANSPARENCY (0)
#endif

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//
// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead
//
#ifndef SETTINGS_CREST_HLSL
#define SETTINGS_CREST_HLSL
//
// WaveHarmonic.Crest.Editor.ShaderSettings: static fields
//
#define CREST_PACKAGE_HDRP (1)
#define CREST_PACKAGE_URP (1)
#define CREST_PORTALS (0)
#define CREST_SHIFTING_ORIGIN (0)
#define CREST_PLATFORM_STANDALONE (1)
#define CREST_PLATFORM_SERVER (0)
#define CREST_PLATFORM_ANDROID (0)
#define CREST_PLATFORM_IOS (0)
#define CREST_PLATFORM_WEB (0)
#define CREST_PLATFORM_TVOS (0)
#define CREST_PLATFORM_VISIONOS (0)
#define CREST_FULL_PRECISION_DISPLACEMENT (1)
#define CREST_DISCARD_ATMOSPHERIC_SCATTERING (1)
#define CREST_LEGACY_UNDERWATER (0)
#endif

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//
// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead
//
#ifndef SETTINGS_CREST_IOS_HLSL
#define SETTINGS_CREST_IOS_HLSL
//
// WaveHarmonic.Crest.Editor.ShaderSettingsIOS: static fields
//
#define CREST_ALBEDO_SIMULATION (1)
#define CREST_ABSORPTION_SIMULATION (1)
#define CREST_SCATTERING_SIMULATION (1)
#define CREST_SHADOW_SIMULATION (1)
#define CREST_OUT_SCATTERING (1)
#define CREST_NORMAL_MAPS (1)
#define CREST_PLANAR_REFLECTIONS (1)
#define CREST_PLANAR_REFLECTIONS_APPLY_SMOOTHNESS (1)
#define CREST_FOAM_SAMPLING_MULTI_SCALE (1)
#define CREST_FOAM_SAMPLING_STOCHASTIC (0)
#define CREST_FOAM_BIOLUMINESCENCE (1)
#define CREST_CAUSTICS_FORCE_DISTORTION (1)
#define CREST_ADDITIONAL_LIGHTS (1)
#define CREST_SIMPLE_TRANSPARENCY (0)
#endif

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//
// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead
//
#ifndef SETTINGS_CREST_TVOS_HLSL
#define SETTINGS_CREST_TVOS_HLSL
//
// WaveHarmonic.Crest.Editor.ShaderSettingsTVOS: static fields
//
#define CREST_ALBEDO_SIMULATION (1)
#define CREST_ABSORPTION_SIMULATION (1)
#define CREST_SCATTERING_SIMULATION (1)
#define CREST_SHADOW_SIMULATION (1)
#define CREST_OUT_SCATTERING (1)
#define CREST_NORMAL_MAPS (1)
#define CREST_PLANAR_REFLECTIONS (1)
#define CREST_PLANAR_REFLECTIONS_APPLY_SMOOTHNESS (1)
#define CREST_FOAM_SAMPLING_MULTI_SCALE (1)
#define CREST_FOAM_SAMPLING_STOCHASTIC (0)
#define CREST_FOAM_BIOLUMINESCENCE (1)
#define CREST_CAUSTICS_FORCE_DISTORTION (1)
#define CREST_ADDITIONAL_LIGHTS (1)
#define CREST_SIMPLE_TRANSPARENCY (0)
#endif

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//
// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead
//
#ifndef SETTINGS_CREST_VISIONOS_HLSL
#define SETTINGS_CREST_VISIONOS_HLSL
//
// WaveHarmonic.Crest.Editor.ShaderSettingsVisionOS: static fields
//
#define CREST_ALBEDO_SIMULATION (1)
#define CREST_ABSORPTION_SIMULATION (1)
#define CREST_SCATTERING_SIMULATION (1)
#define CREST_SHADOW_SIMULATION (1)
#define CREST_OUT_SCATTERING (1)
#define CREST_NORMAL_MAPS (1)
#define CREST_PLANAR_REFLECTIONS (1)
#define CREST_PLANAR_REFLECTIONS_APPLY_SMOOTHNESS (1)
#define CREST_FOAM_SAMPLING_MULTI_SCALE (1)
#define CREST_FOAM_SAMPLING_STOCHASTIC (0)
#define CREST_FOAM_BIOLUMINESCENCE (1)
#define CREST_CAUSTICS_FORCE_DISTORTION (1)
#define CREST_ADDITIONAL_LIGHTS (1)
#define CREST_SIMPLE_TRANSPARENCY (0)
#endif

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//
// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead
//
#ifndef VISUALIZE_CREST_HLSL
#define VISUALIZE_CREST_HLSL
//
// WaveHarmonic.Crest.VisualizeDataTypes: static fields
//
#define VISUALIZEDATATYPES_ALBEDO (0)
#define VISUALIZEDATATYPES_DISPLACEMENT (1)
#define VISUALIZEDATATYPES_DYNAMIC_WAVES (2)
#define VISUALIZEDATATYPES_LEVEL (3)
#define VISUALIZEDATATYPES_FLOW (4)
#define VISUALIZEDATATYPES_FOAM (5)
#define VISUALIZEDATATYPES_SHADOW (6)
#define VISUALIZEDATATYPES_DEPTH (7)
#define VISUALIZEDATATYPES_CLIP (8)
#define VISUALIZEDATATYPES_SHORELINE_DISTANCE (9)
#define VISUALIZEDATATYPES_ABSORPTION (10)
#define VISUALIZEDATATYPES_SCATTERING (11)
#define VISUALIZEDATATYPES_CASCADES (12)
#endif

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