还原水插件
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@@ -1,8 +1,6 @@
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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#pragma exclude_renderers glcore gles3
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#pragma kernel CrestUpdateFoam
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#include "HLSLSupport.cginc"
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@@ -55,16 +53,9 @@ void UpdateFoam(uint3 id)
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// accumulation of foam and causes overshoots when _Crest_WaveFoamStrength is less than 1.0.
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float simDeltaTime = _Crest_NeedsPrewarming ? max(_Crest_SimDeltaTime, min(1.0, _Crest_WaveFoamStrength - 1.0) / _Crest_FoamFadeRate) : _Crest_SimDeltaTime;
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// Limit wave contributions at low water scales only where filtering is needed.
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uint filteredSlice = slice0;
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if (g_Crest_WaterScale <= 8)
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{
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filteredSlice = max(_Crest_MinimumWavesSlice, filteredSlice);
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}
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// The determinant of the displacement Jacobian is a good measure for turbulence.
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float det;
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const half3 displacement = Cascade::MakeAnimatedWaves(filteredSlice).SampleDisplacement(worldPosXZ, det);
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const half3 displacement = Cascade::MakeAnimatedWaves(max(_Crest_MinimumWavesSlice, slice0)).SampleDisplacement(worldPosXZ, det);
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foam += 5.0 * simDeltaTime * _Crest_WaveFoamStrength * saturate( _Crest_WaveFoamCoverage - det );
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// Prewarm shoreline foam. 1.0 / _Crest_FoamFadeRate perfectly matches a paused water in edit mode which is fine for
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