还原水插件

This commit is contained in:
2026-03-05 00:14:42 +08:00
parent 0de35591e7
commit e82f2ea6b7
270 changed files with 2773 additions and 12445 deletions

View File

@@ -140,7 +140,7 @@ namespace WaveHarmonic.Crest
if (UseStencilBuffer)
{
descriptor.colorFormat = RenderTextureFormat.Depth;
descriptor.depthBufferBits = (int)Rendering.GetDefaultDepthBufferBits();
descriptor.depthBufferBits = (int)Helpers.k_DepthBits;
// bindMS is necessary in this case for depth.
descriptor.SetMSAASamples(camera);
descriptor.bindMS = descriptor.msaaSamples > 1;
@@ -272,9 +272,9 @@ namespace WaveHarmonic.Crest
if (camera.cameraType != CameraType.Reflection)
{
// Skip work if camera is far enough below the surface.
var forceFullShader = !_MaskRead || (_Water._PerCameraHeightReady && _Water._ViewerHeightAboveWaterPerCamera < -8f && !Portaled);
var forceFullShader = !_Water.Surface.Enabled || (_Water._ViewerHeightAboveWaterPerCamera < -8f && !Portaled);
_VolumeMaterial.SetKeyword("d_Crest_NoMaskColor", forceFullShader);
_VolumeMaterial.SetKeyword("d_Crest_NoMaskDepth", !_MaskRead || RenderBeforeTransparency);
_VolumeMaterial.SetKeyword("d_Crest_NoMaskDepth", !_Water.Surface.Enabled || RenderBeforeTransparency);
}
// Compute ambient lighting SH.