还原水插件
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@@ -85,10 +85,7 @@ namespace WaveHarmonic.Crest
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});
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}
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}
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#endif
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#if URP_COMPATIBILITY_MODE
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#if UNITY_6000_0_OR_NEWER
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[System.Obsolete]
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#endif
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public override void Execute(ScriptableRenderContext context, ref RenderingData data)
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@@ -99,7 +96,6 @@ namespace WaveHarmonic.Crest
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context.ExecuteCommandBuffer(buffer);
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CommandBufferPool.Release(buffer);
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}
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#endif
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}
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}
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}
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@@ -21,7 +21,6 @@ namespace WaveHarmonic.Crest
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public static MaskRenderer Instantiate(WaterRenderer water)
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{
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#pragma warning disable format
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#if d_UnityHDRP
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if (RenderPipelineHelper.IsHighDefinition)
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{
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@@ -41,7 +40,6 @@ namespace WaveHarmonic.Crest
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{
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return new MaskRendererBIRP(water);
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}
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#pragma warning restore format
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}
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// For PortalRenderer.
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@@ -237,7 +235,7 @@ namespace WaveHarmonic.Crest
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slices: TextureXR.slices,
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dimension: TextureXR.dimension,
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depthBufferBits: DepthBits.None,
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colorFormat: Helpers.GetCompatibleTextureFormat(GraphicsFormat.R16_SFloat, randomWrite: true),
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colorFormat: GraphicsFormat.R16_SFloat,
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enableRandomWrite: true,
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useDynamicScale: true,
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name: k_MaskColor
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@@ -253,7 +251,7 @@ namespace WaveHarmonic.Crest
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scaleFactor: Vector2.one,
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slices: TextureXR.slices,
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dimension: TextureXR.dimension,
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depthBufferBits: Rendering.GetDefaultDepthBufferBits(),
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depthBufferBits: Helpers.k_DepthBits,
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colorFormat: GraphicsFormat.None,
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enableRandomWrite: false,
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useDynamicScale: true,
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@@ -279,7 +277,7 @@ namespace WaveHarmonic.Crest
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if (_Inputs.HasFlag(MaskInput.Depth))
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{
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descriptor.graphicsFormat = GraphicsFormat.None;
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descriptor.depthBufferBits = (int)Rendering.GetDefaultDepthBufferBits();
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descriptor.depthBufferBits = Helpers.k_DepthBufferBits;
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if (RenderPipelineCompatibilityHelper.ReAllocateIfNeeded(ref _DepthRTH, descriptor, name: k_MaskDepth))
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{
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@@ -290,8 +288,7 @@ namespace WaveHarmonic.Crest
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if (_Inputs.HasFlag(MaskInput.Color))
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{
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// NOTE: Intel iGPU for Metal and DirectX both had issues with R16 (2021.11.18).
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descriptor.graphicsFormat = Helpers.GetCompatibleTextureFormat(GraphicsFormat.R16_SFloat, randomWrite: true);
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descriptor.depthStencilFormat = GraphicsFormat.None;
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descriptor.graphicsFormat = GraphicsFormat.R16_SFloat;
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descriptor.depthBufferBits = 0;
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descriptor.enableRandomWrite = true;
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