升级6.4.升级水,升级天气
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@@ -52,7 +52,7 @@ Shader "Crest/Underwater"
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[PerRendererData] _Crest_CausticsDistortionStrength("Caustics Distortion Strength", Range(0, 0.25)) = 0.16
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[PerRendererData] _Crest_CausticsDistortionScale("Caustics Distortion Scale", Range(0.01, 1000)) = 250
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[PerRendererData] _Crest_CausticsMotionBlur("Caustics Motion Blur", Range(0, 10)) = 1
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[PerRendererData] [Toggle] CREST_FLOW("Flow Enabled", Float) = 0
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[PerRendererData] [Toggle(_CREST_FLOW_LOD)] _CREST_FLOW_LOD("Flow Enabled", Float) = 0
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}
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HLSLINCLUDE
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@@ -61,7 +61,7 @@ Shader "Crest/Underwater"
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// #pragma enable_d3d11_debug_symbols
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// Also on the water shader.
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#pragma multi_compile_local_fragment __ CREST_FLOW_ON
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#pragma multi_compile_local_fragment __ _CREST_FLOW_LOD
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#pragma shader_feature_local_fragment __ d_Dithering
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@@ -231,8 +231,6 @@ Shader "Crest/Underwater"
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HLSLPROGRAM
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#include_with_pragmas "UnderwaterHDRP.hlsl"
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#define d_Crest_CustomColorTexture 1
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#define d_Crest_Portal 1
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#define d_Crest_Geometry 1
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#define d_Crest_FogBefore 1
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@@ -286,8 +284,6 @@ Shader "Crest/Underwater"
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HLSLPROGRAM
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#include_with_pragmas "UnderwaterHDRP.hlsl"
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#define d_Crest_CustomColorTexture 1
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#define d_Crest_Portal 1
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#define d_Crest_PortalNegativeVolume 1
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#define d_Crest_PortalWithBackFace 1
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@@ -296,6 +292,35 @@ Shader "Crest/Underwater"
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#pragma fragment Fragment
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ENDHLSL
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}
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Pass
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{
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PackageRequirements
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{
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"com.waveharmonic.crest.portals"
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}
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Name "Fog After (Negative)"
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Cull Front
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ZTest LEqual
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HLSLPROGRAM
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#include_with_pragmas "UnderwaterHDRP.hlsl"
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#pragma multi_compile_local _ d_Crest_ComputeMask
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// Needs custom otherwise it will overwrite the fog before.
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#define d_Crest_CustomColorTexture 1
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#define d_Crest_Portal 1
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#define d_Crest_Geometry 1
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#define d_Crest_FogBefore 1
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
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#pragma fragment Fragment
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ENDHLSL
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}
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}
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SubShader
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@@ -467,8 +492,6 @@ Shader "Crest/Underwater"
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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#define d_Crest_CustomColorTexture 1
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#define d_Crest_Portal 1
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#define d_Crest_Geometry 1
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#define d_Crest_FogBefore 1
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@@ -526,8 +549,6 @@ Shader "Crest/Underwater"
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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#define d_Crest_CustomColorTexture 1
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#define d_Crest_Portal 1
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#define d_Crest_PortalNegativeVolume 1
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#define d_Crest_PortalWithBackFace 1
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@@ -536,6 +557,37 @@ Shader "Crest/Underwater"
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#pragma fragment Fragment
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ENDHLSL
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}
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Pass
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{
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PackageRequirements
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{
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"com.waveharmonic.crest.portals"
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}
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Name "Fog After (Negative)"
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Cull Front
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ZTest LEqual
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HLSLPROGRAM
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#include_with_pragmas "UnderwaterURP.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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#pragma multi_compile_local _ d_Crest_ComputeMask
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// Needs custom otherwise it will overwrite the fog before.
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#define d_Crest_CustomColorTexture 1
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#define d_Crest_Portal 1
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#define d_Crest_Geometry 1
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#define d_Crest_FogBefore 1
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
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#pragma fragment Fragment
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ENDHLSL
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}
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}
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SubShader
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@@ -689,9 +741,6 @@ Shader "Crest/Underwater"
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#pragma multi_compile_local _ d_Crest_ComputeMask
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// For negative volumes.
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#define d_Crest_CustomColorTexture 1
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#define d_Crest_Portal 1
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#define d_Crest_Geometry 1
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#define d_Crest_FogBefore 1
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@@ -745,8 +794,6 @@ Shader "Crest/Underwater"
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HLSLPROGRAM
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#include_with_pragmas "UnderwaterBIRP.hlsl"
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#define d_Crest_CustomColorTexture 1
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#define d_Crest_Portal 1
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#define d_Crest_PortalNegativeVolume 1
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#define d_Crest_PortalWithBackFace 1
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@@ -755,6 +802,35 @@ Shader "Crest/Underwater"
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#pragma fragment Fragment
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ENDHLSL
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}
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Pass
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{
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PackageRequirements
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{
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"com.waveharmonic.crest.portals"
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}
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Name "Fog After (Negative)"
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Cull Front
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ZTest LEqual
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HLSLPROGRAM
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#include_with_pragmas "UnderwaterBIRP.hlsl"
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#pragma multi_compile_local _ d_Crest_ComputeMask
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// Needs custom otherwise it will overwrite the fog before.
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#define d_Crest_CustomColorTexture 1
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#define d_Crest_Portal 1
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#define d_Crest_Geometry 1
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#define d_Crest_FogBefore 1
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Underwater.hlsl"
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#pragma fragment Fragment
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ENDHLSL
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}
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}
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CustomEditor "WaveHarmonic.Crest.Editor.CustomShaderGUI"
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}
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