还原水插件
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@@ -96,7 +96,6 @@ namespace WaveHarmonic.Crest
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private protected override Color ClearColor => Color.black;
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private protected override bool NeedToReadWriteTextureData => true;
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internal override int BufferCount => 2;
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internal override bool SkipEndOfFrame => true;
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private protected override GraphicsFormat RequestedTextureFormat => _TextureFormatMode switch
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{
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@@ -151,9 +150,17 @@ namespace WaveHarmonic.Crest
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#if d_UnityURP
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var asset = GraphicsSettings.currentRenderPipeline as UniversalRenderPipelineAsset;
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// TODO: Support single casacades as it is possible.
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if (asset && asset.shadowCascadeCount < 2)
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{
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Debug.LogError("Crest shadowing requires shadow cascades to be enabled on the pipeline asset.", asset);
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_Valid = false;
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return;
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}
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if (asset.mainLightRenderingMode == LightRenderingMode.Disabled)
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{
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Debug.LogWarning("Crest: Main Light must be enabled to enable water shadowing.", _Water);
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Debug.LogError("Crest: Main Light must be enabled to enable water shadowing.", _Water);
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_Valid = false;
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return;
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}
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@@ -164,7 +171,7 @@ namespace WaveHarmonic.Crest
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if (isShadowsDisabled)
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{
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Debug.LogWarning("Crest: Shadows must be enabled in the quality settings to enable water shadowing.", _Water);
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Debug.LogError("Crest: Shadows must be enabled in the quality settings to enable water shadowing.", _Water);
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_Valid = false;
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return;
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}
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@@ -229,6 +236,8 @@ namespace WaveHarmonic.Crest
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{
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base.Allocate();
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_Targets.RunLambda(buffer => Clear(buffer));
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{
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_RenderMaterial = new PropertyWrapperMaterial[Slices];
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var shader = WaterResources.Instance.Shaders._UpdateShadow;
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@@ -254,6 +263,12 @@ namespace WaveHarmonic.Crest
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}
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}
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internal override void ClearLodData()
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{
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base.ClearLodData();
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_Targets.RunLambda(buffer => Clear(buffer));
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}
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/// <summary>
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/// Validates the primary light.
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/// </summary>
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@@ -294,7 +309,7 @@ namespace WaveHarmonic.Crest
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{
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if (_Error != Error.IncorrectLightType)
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{
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Debug.LogWarning("Crest: Primary light must be of type Directional.", _Light);
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Debug.LogError("Crest: Primary light must be of type Directional.", _Light);
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_Error = Error.IncorrectLightType;
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}
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return false;
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@@ -383,7 +398,7 @@ namespace WaveHarmonic.Crest
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CopyShadowMapBuffer ??= new() { name = WaterRenderer.k_DrawLodData };
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CopyShadowMapBuffer.Clear();
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FlipBuffers(buffer);
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FlipBuffers();
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// clear the shadow collection. it will be overwritten with shadow values IF the shadows render,
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// which only happens if there are (nontransparent) shadow receivers around. this is only reliable
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@@ -506,7 +521,6 @@ namespace WaveHarmonic.Crest
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{
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_Enabled = true;
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_TextureFormat = GraphicsFormat.R8G8_UNorm;
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_Blur = true;
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}
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internal static SortedList<int, ILodInput> s_Inputs = new(Helpers.DuplicateComparison);
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