升级水插件

This commit is contained in:
2026-01-08 22:30:55 +08:00
parent febff82d24
commit ca68084264
415 changed files with 18138 additions and 7134 deletions

View File

@@ -21,7 +21,7 @@ Shader "Hidden/Crest/Underwater/Water Surface Mask"
Stencil
{
Ref [_StencilRef]
Ref [_Crest_StencilReference]
Comp [_Crest_StencilComparison]
}
@@ -31,7 +31,7 @@ Shader "Hidden/Crest/Underwater/Water Surface Mask"
// for VFACE
#pragma target 3.0
#pragma multi_compile_local __ d_Tunnel
#pragma multi_compile_local_fragment __ d_Tunnel
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
@@ -42,9 +42,8 @@ Shader "Hidden/Crest/Underwater/Water Surface Mask"
Pass
{
Name "Water Surface Mask (Depth Only)"
Name "Water Surface Mask (Negative Volume)"
Cull Off
ColorMask 0
HLSLPROGRAM
#pragma vertex Vertex
@@ -52,7 +51,9 @@ Shader "Hidden/Crest/Underwater/Water Surface Mask"
// for VFACE
#pragma target 3.0
#define m_Discard discard
#define m_Return discard
#define d_Crest_NegativeVolumePass 1
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
@@ -63,26 +64,21 @@ Shader "Hidden/Crest/Underwater/Water Surface Mask"
Pass
{
Name "Water Horizon Mask"
Cull Off
ZWrite Off
// Horizon must be rendered first or it will overwrite the mask with incorrect values. ZTest not needed.
ZTest Always
Stencil
{
Ref [_StencilRef]
Comp [_Crest_StencilComparison]
}
Name "Water Surface Data"
Cull Back
HLSLPROGRAM
#pragma vertex Vertex
#pragma fragment Fragment
#pragma target 3.0
#define d_LodInput 1
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/MaskHorizon.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Mask.hlsl"
ENDHLSL
}
}
@@ -105,7 +101,7 @@ Shader "Hidden/Crest/Underwater/Water Surface Mask"
Stencil
{
Ref [_StencilRef]
Ref [_Crest_StencilReference]
Comp [_Crest_StencilComparison]
}
@@ -115,7 +111,7 @@ Shader "Hidden/Crest/Underwater/Water Surface Mask"
// for VFACE
#pragma target 3.0
#pragma multi_compile_local __ d_Tunnel
#pragma multi_compile_local_fragment __ d_Tunnel
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
@@ -125,9 +121,8 @@ Shader "Hidden/Crest/Underwater/Water Surface Mask"
Pass
{
Name "Water Surface Mask (Depth Only)"
Name "Water Surface Mask (Negative Volume)"
Cull Off
ColorMask 0
HLSLPROGRAM
#pragma vertex Vertex
@@ -135,7 +130,9 @@ Shader "Hidden/Crest/Underwater/Water Surface Mask"
// for VFACE
#pragma target 3.0
#define m_Discard discard
#define m_Return discard
#define d_Crest_NegativeVolumePass 1
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
@@ -145,25 +142,20 @@ Shader "Hidden/Crest/Underwater/Water Surface Mask"
Pass
{
Name "Water Horizon Mask"
Cull Off
ZWrite Off
// Horizon must be rendered first or it will overwrite the mask with incorrect values. ZTest not needed.
ZTest Always
Stencil
{
Ref [_StencilRef]
Comp [_Crest_StencilComparison]
}
Name "Water Surface Data"
Cull Back
HLSLPROGRAM
#pragma vertex Vertex
#pragma fragment Fragment
#pragma target 3.0
#define d_LodInput 1
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/MaskHorizon.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Mask.hlsl"
ENDHLSL
}
}
@@ -179,75 +171,62 @@ Shader "Hidden/Crest/Underwater/Water Surface Mask"
Stencil
{
Ref [_StencilRef]
Ref [_Crest_StencilReference]
Comp [_Crest_StencilComparison]
}
CGPROGRAM
HLSLPROGRAM
#pragma vertex Vertex
#pragma fragment Fragment
// for VFACE
#pragma target 3.0
#pragma multi_compile_local __ d_Tunnel
#include "UnityCG.cginc"
#pragma multi_compile_local_fragment __ d_Tunnel
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Utility/Legacy/Core.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Utility/Legacy/InputsDriven.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Mask.hlsl"
ENDCG
ENDHLSL
}
Pass
{
Name "Water Surface Mask (Depth Only)"
Name "Water Surface Mask (Negative Volume)"
Cull Off
ColorMask 0
CGPROGRAM
HLSLPROGRAM
#pragma vertex Vertex
#pragma fragment Fragment
// for VFACE
#pragma target 3.0
#define m_Discard discard
#define m_Return discard
#include "UnityCG.cginc"
#define d_Crest_NegativeVolumePass 1
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Utility/Legacy/Core.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Utility/Legacy/InputsDriven.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Mask.hlsl"
ENDCG
ENDHLSL
}
Pass
{
Name "Water Horizon Mask"
Cull Off
ZWrite Off
// Horizon must be rendered first or it will overwrite the mask with incorrect values. ZTest not needed.
ZTest Always
Name "Water Surface Data"
Cull Back
Stencil
{
Ref [_StencilRef]
Comp [_Crest_StencilComparison]
}
CGPROGRAM
HLSLPROGRAM
#pragma vertex Vertex
#pragma fragment Fragment
#include "UnityCG.cginc"
#pragma target 3.0
#define d_LodInput 1
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Utility/Legacy/Core.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Utility/Legacy/InputsDriven.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/MaskHorizon.hlsl"
ENDCG
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Volume/Mask.hlsl"
ENDHLSL
}
}
}