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