移除水
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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// GLOBALs - we're allowed to use these anywhere.
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#ifndef CREST_WATER_GLOBALS_H
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#define CREST_WATER_GLOBALS_H
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Settings.Crest.hlsl"
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SamplerState LODData_linear_clamp_sampler;
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SamplerState LODData_point_clamp_sampler;
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SamplerState sampler_Crest_linear_repeat;
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CBUFFER_START(CrestPerFrame)
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float3 g_Crest_WaterCenter;
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float g_Crest_WaterScale;
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float g_Crest_Time;
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float g_Crest_LodCount;
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int g_Crest_LodChange;
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float g_Crest_MeshScaleLerp;
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float g_Crest_ClipByDefault;
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float g_Crest_LodAlphaBlackPointFade;
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float g_Crest_LodAlphaBlackPointWhitePointFade;
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// Hack - due to SV_IsFrontFace occasionally coming through as true for
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// backfaces, add a param here that forces water to be in undrwater state. I
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// think the root cause here might be imprecision or numerical issues at water
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// tile boundaries, although I'm not sure why cracks are not visible in this case.
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int g_Crest_ForceUnderwater;
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float3 g_Crest_PrimaryLightDirection;
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float3 g_Crest_PrimaryLightIntensity;
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float g_Crest_DynamicSoftShadowsFactor;
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bool g_Crest_SampleAbsorptionSimulation;
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bool g_Crest_SampleScatteringSimulation;
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// Motion Vector Parameters
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float g_Crest_WaterScaleChange;
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float3 g_Crest_WaterCenterDelta;
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// Shifting Origin
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#if (CREST_SHIFTING_ORIGIN != 0)
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float3 g_Crest_ShiftingOriginOffset;
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#endif
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// Portals
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#if (CREST_PORTALS != 0)
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int _Crest_Portal;
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#endif
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CBUFFER_END
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#endif
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