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

@@ -4,6 +4,7 @@
#ifndef CREST_WATER_VOLUME_LIGHTING_H
#define CREST_WATER_VOLUME_LIGHTING_H
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Keywords.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Macros.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Globals.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Surface/Utility.hlsl"
@@ -11,10 +12,10 @@
m_CrestNameSpace
// Schlick phase function.
float SchlickPhase(float phaseG, float cosTheta)
half SchlickPhase(half phaseG, half cosTheta)
{
const float schlickK = 1.5 * phaseG - 0.5 * phaseG * phaseG * phaseG;
const float phaseFactor = 1.0 + schlickK * cosTheta;
const half schlickK = 1.5 * phaseG - 0.5 * phaseG * phaseG * phaseG;
const half phaseFactor = 1.0 + schlickK * cosTheta;
return (1.0 - schlickK * schlickK) / (4.0 * PI * phaseFactor * phaseFactor);
}
@@ -42,36 +43,49 @@ half3 VolumeLighting
const half3 i_PrimaryLightDirection,
const half3 i_PrimaryLightIntensity,
const half3 i_AdditionalLight,
const half i_AdditionalLightBlend,
const half i_AmbientLightingTerm,
const half i_PrimaryLightingTerm,
const half i_AdditionalLightingTerm,
const half3 i_SunBoost,
const half i_ShadowsAffectAmbientLightingFactor
)
{
const half3 extinction = i_Extinction;
const float ambientLightShadow = lerp
half ambientLightShadow = 1.0;
#if d_Crest_ShadowLod
ambientLightShadow = lerp
(
1.0,
i_DirectionalLightShadow,
saturate(min(min(extinction.x, extinction.y), extinction.z) * i_ShadowsAffectAmbientLightingFactor * g_Crest_DynamicSoftShadowsFactor)
);
#ifdef d_IsAdditionalLight
const float3 inscattered = i_PrimaryLightIntensity;
#else
// Sun
const float sunPhase = SchlickPhase(i_PhaseG, dot(i_PrimaryLightDirection, i_ViewDirectionWS));
const float3 inScatteredSun = (1.0 + i_SunBoost) * sunPhase * i_PrimaryLightIntensity * i_PrimaryLightingTerm;
const float3 inScatteredAmbient = i_AmbientLighting * i_AmbientLightingTerm * ambientLightShadow;
// Total inscattered
const float3 inscattered = (inScatteredAmbient + i_AdditionalLight + inScatteredSun * i_DirectionalLightShadow);
#endif
const float3 scatteringAmount = saturate(i_Scattering / max(extinction, 0.00001));
#ifdef d_IsAdditionalLight
half3 inScattered = 0.0;
half3 inScatteredAdditional = i_PrimaryLightIntensity;
#else
// Sun
const half sunPhase = SchlickPhase(i_PhaseG, dot(i_PrimaryLightDirection, i_ViewDirectionWS));
const half3 inScatteredSun = (1.0 + i_SunBoost) * sunPhase * i_PrimaryLightIntensity * i_PrimaryLightingTerm;
const half3 inScatteredAmbient = i_AmbientLighting * i_AmbientLightingTerm * ambientLightShadow;
return inscattered * scatteringAmount;
half3 inScattered = inScatteredAmbient + inScatteredSun * i_DirectionalLightShadow;
half3 inScatteredAdditional = i_AdditionalLight;
#endif
const half3 scatteringAmount = saturate(i_Scattering / max(extinction, 0.00001));
inScattered *= scatteringAmount;
#if d_Crest_AdditionalLights
inScatteredAdditional *= i_AdditionalLightingTerm;
inScatteredAdditional *= (1.0 - i_AdditionalLightBlend) + scatteringAmount * i_AdditionalLightBlend;
#endif
return inScattered + inScatteredAdditional;
}
half PinchSSS