还原水插件
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@@ -21,6 +21,24 @@
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#define CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
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#endif // FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
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#if UNITY_VERSION >= 60000000
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#if defined(STEREO_INSTANCING_ON) || defined(STEREO_MULTIVIEW_ON)
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#if _ALPHATEST_ON
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#if !USE_CLUSTER_LIGHT_LOOP
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// If not clustered and additional light shadows and XR, the shading model
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// completely breaks. It is like shadow attenuation is NaN or some obscure
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// compiler issue. For 2022.3, it is broken for forward+ only, but cannot be fixed.
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#define d_ShadowMaskBroken 1
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#else
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#if _RECEIVE_SHADOWS_OFF
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// Right eye broken rendering similar to above.
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#define d_AdditionalLightsBroken 1
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#endif
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#endif
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#endif
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#endif
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#endif
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#endif // CREST_URP
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#if CREST_HDRP
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@@ -60,10 +78,7 @@ void PrimaryLight
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#elif CREST_BIRP
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#ifndef USING_DIRECTIONAL_LIGHT
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// Yes. This function wants the world position of the surface.
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o_Direction = UnityWorldSpaceLightDir(i_PositionWS);
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// Prevents divide by zero.
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if (all(o_Direction == 0)) o_Direction = half3(0.0, 1.0, 0.0);
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o_Direction = normalize(o_Direction);
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o_Direction = normalize(UnityWorldSpaceLightDir(i_PositionWS));
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#else
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o_Direction = _WorldSpaceLightPos0.xyz;
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// Prevents divide by zero.
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@@ -138,6 +153,14 @@ LIGHT_LOOP_BEGIN(pixelLightCount)
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// Includes shadows and cookies.
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Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
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#if d_ShadowMaskBroken
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light.shadowAttenuation = 1.0;
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#endif
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#if d_AdditionalLightsBroken
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light.color = 0.0;
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#endif
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#ifdef _LIGHT_LAYERS
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if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
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#endif
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