升级水插件
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@@ -58,6 +58,14 @@ namespace WaveHarmonic.Crest
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return;
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}
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#if UNITY_EDITOR
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// Only repaint, otherwise changes might persist.
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if (Event.current.type != EventType.Repaint)
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{
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return;
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}
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#endif
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// Restore lighting settings.
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if (_EnvironmentalLight != null) _EnvironmentalLight.intensity = _EnvironmentalLightIntensity;
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_EnvironmentalLight = null;
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@@ -77,7 +85,15 @@ namespace WaveHarmonic.Crest
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return;
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}
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if (!_Water.Material.HasColor(WaterRenderer.ShaderIDs.s_AbsorptionColor))
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#if UNITY_EDITOR
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// Only repaint, otherwise changes might persist.
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if (Event.current.type != EventType.Repaint)
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{
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return;
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}
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#endif
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if (!_Water.Surface.Material.HasColor(WaterRenderer.ShaderIDs.s_AbsorptionColor))
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{
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return;
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}
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@@ -94,7 +110,13 @@ namespace WaveHarmonic.Crest
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var density = extinction;
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_EnvironmentalAverageDensity = (density.x + density.y + density.z) / 3f;
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var multiplier = Mathf.Exp(_EnvironmentalAverageDensity * Mathf.Min(height * k_DepthOutScattering, 0f) * _EnvironmentalLightingWeight);
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var outScatteringFactor = 1f;
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if (_VolumeMaterial.HasFloat(ShaderIDs.s_OutScatteringFactor))
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{
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outScatteringFactor = _VolumeMaterial.GetFloat(ShaderIDs.s_OutScatteringFactor);
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}
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var multiplier = Mathf.Exp(_EnvironmentalAverageDensity * Mathf.Min(height * k_DepthOutScattering * outScatteringFactor, 0f) * _EnvironmentalLightingWeight);
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// Darken environmental lighting when viewer underwater.
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if (_EnvironmentalLight != null)
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