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Update water package to fix building builds

Forced no structured buffer in the water temporarily
disabled MSAA so iOS works
/main
Andre McGrail 6 年前
当前提交
9aacf27f
共有 15 个文件被更改,包括 108 次插入72 次删除
  1. 2
      Assets/LightweightAsset.asset
  2. 102
      Assets/scenes/Island.unity
  3. 18
      Packages/com.verasl.water-system/Scripts/Water.cs
  4. 27
      Packages/com.verasl.water-system/Shaders/GerstnerWaves.hlsl
  5. 1
      Packages/com.verasl.water-system/Shaders/Water.shader
  6. 1
      ProjectSettings/GraphicsSettings.asset
  7. 3
      ProjectSettings/ProjectSettings.asset
  8. 2
      ProjectSettings/QualitySettings.asset
  9. 1
      ProjectSettings/UnityConnectSettings.asset
  10. 16
      Packages/com.verasl.water-system/Editor/WaterSystem.editor.asmdef
  11. 7
      Packages/com.verasl.water-system/Editor/WaterSystem.editor.asmdef.meta
  12. 0
      /Packages/com.verasl.water-system/Scripts/Data.meta
  13. 0
      /Packages/com.verasl.water-system/Scripts/Data
  14. 0
      /Packages/com.verasl.water-system/Scripts/WaterSystem.Runtime.asmdef
  15. 0
      /Packages/com.verasl.water-system/Scripts/WaterSystem.Runtime.asmdef.meta

2
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102
Assets/scenes/Island.unity


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18
Packages/com.verasl.water-system/Scripts/Water.cs


}
private bool useComputeBuffer;
public bool computeOverride;
private RenderTexture _depthTex;
private Camera _depthCam;

[SerializeField]
private ComputeBuffer _waveBuffer;
private float _maxWaveHeight;
[SerializeField]
DebugMode _debugMode;
[SerializeField]
public WaterSettingsData settingsData;

void OnEnable()
{
useComputeBuffer = SystemInfo.supportsComputeShaders &&
Application.platform != RuntimePlatform.WebGLPlayer;
if (!computeOverride)
useComputeBuffer = SystemInfo.supportsComputeShaders &&
Application.platform != RuntimePlatform.WebGLPlayer;
else
useComputeBuffer = false;
Init();
LightweightPipeline.beginCameraRendering += BeginCameraRendering;

void Update()
{
if (_waveBuffer == null)
{
Init();
}
if(Application.isPlaying)
{
waterTime = Time.time;

//GPU side
if (useComputeBuffer)
{
Shader.EnableKeyword("USE_STRUCTURED_BUFFER");
if (_waveBuffer == null)
_waveBuffer = new ComputeBuffer(10, (sizeof(float) * 6));
_waveBuffer.SetData(_waves);

{
Shader.DisableKeyword("USE_STRUCTURED_BUFFER");
Shader.SetGlobalVectorArray("waveData", GetWaveData());
}
//CPU side

Vector4[] waveData = new Vector4[20];
for (int i = 0; i < _waves.Length; i++)
{
waveData[i] = new Vector4(_waves[i].amplitude, _waves[i].direction, _waves[i].wavelength, _waves[i].onmiDir);//1 is for omni testing only TODO
waveData[i] = new Vector4(_waves[i].amplitude, _waves[i].direction, _waves[i].wavelength, _waves[i].onmiDir);
waveData[i+10] = new Vector4(_waves[i].origin.x, _waves[i].origin.y, 0, 0);
}
return waveData;

27
Packages/com.verasl.water-system/Shaders/GerstnerWaves.hlsl


half omni;
};
#if SHADER_TARGET < 30
half4 waveData[20]; // 0-9 amplitude, direction, wavelength, omni, 10-19 origin.xy
#else
#if defined(USE_STRUCTURED_BUFFER)
#else
half4 waveData[20]; // 0-9 amplitude, direction, wavelength, omni, 10-19 origin.xy
#endif
struct WaveStruct

UNITY_LOOP
for(uint i = 0; i < _WaveCount; i++)
{
#if SHADER_TARGET < 30
waves[i] = GerstnerWave(pos,
waveCountMulti,
waveData[i].x,
waveData[i].y,
waveData[i].z,
waveData[i].w,
waveData[i + 10].xy); // calculate the wave
#else
#if defined(USE_STRUCTURED_BUFFER)
waves[i] = GerstnerWave(pos,
waveCountMulti,
_WaveDataBuffer[i].amplitude,

_WaveDataBuffer[i].origin); // calculate the wave
_WaveDataBuffer[i].origin); // calculate the wave
#else
waves[i] = GerstnerWave(pos,
waveCountMulti,
waveData[i].x,
waveData[i].y,
waveData[i].z,
waveData[i].w,
waveData[i + 10].xy); // calculate the wave
#endif
waveOut.position += waves[i].position; // add the position
waveOut.normal += waves[i].normal; // add the normal

1
Packages/com.verasl.water-system/Shaders/Water.shader


/////////////////SHADER FEATURES//////////////////
#pragma shader_feature _REFLECTION_CUBEMAP _REFLECTION_PROBES _REFLECTION_PLANARREFLECTION
#pragma multi_compile _ FOG_LINEAR FOG_EXP2
#pragma multi_compile _ USE_STRUCTURED_BUFFER
//--------------------------------------
// GPU Instancing

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/Packages/com.verasl.water-system/Data.meta → /Packages/com.verasl.water-system/Scripts/Data.meta

/Packages/com.verasl.water-system/Data → /Packages/com.verasl.water-system/Scripts/Data

/Packages/com.verasl.water-system/WaterSystem.asmdef → /Packages/com.verasl.water-system/Scripts/WaterSystem.Runtime.asmdef

/Packages/com.verasl.water-system/WaterSystem.asmdef.meta → /Packages/com.verasl.water-system/Scripts/WaterSystem.Runtime.asmdef.meta

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