还原水插件
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@@ -3,19 +3,16 @@
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// Solves 2D wave equation
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#pragma exclude_renderers glcore gles3
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#pragma kernel CrestUpdateDynamicWaves
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#include "HLSLSupport.cginc"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Macros.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Constants.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Globals.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/InputsDriven.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Cascade.hlsl"
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RWTexture2DArray<m_Float2> _Crest_Target;
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RWTexture2DArray<float2> _Crest_Target;
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CBUFFER_START(CrestPerMaterial)
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float _Crest_Damping;
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@@ -48,7 +45,7 @@ void UpdateDynamicWaves(uint3 id)
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if (sliceIndexSource < 0.0 || sliceIndexSource >= cascadeSource._Count)
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{
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// Always initialise with 0 values.
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_Crest_Target[id] = 0.0;
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_Crest_Target[id] = (float2)0;
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return;
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}
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@@ -75,7 +72,7 @@ void UpdateDynamicWaves(uint3 id)
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// Wave reflections off geometry.
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if (waterDepth <= 0.0)
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{
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_Crest_Target[id] = 0.0;
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_Crest_Target[id] = float2(0.0, 0.0);
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return;
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}
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@@ -145,7 +142,7 @@ void UpdateDynamicWaves(uint3 id)
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vtp = 0.0;
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}
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_Crest_Target[id] = m_Float2Constructor(ftp, vtp);
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_Crest_Target[id] = float2(ftp, vtp);
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}
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m_CrestNameSpaceEnd
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