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slight tweak to shader precision.

/main
Andre McGrail 6 年前
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ce1143d9
共有 1 个文件被更改,包括 2 次插入2 次删除
  1. 4
      Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl

4
Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl


float2 preWaveSP : TEXCOORD4; // screen position of the verticies before wave distortion
half4 fogFactorAndVertexLight : TEXCOORD5; // x: fogFactor, yzw: vertex light
half4 additionalData : TEXCOORD6; // x = distance to surface, y = distance to surface, z = normalized wave height
half4 vertColor : TEXCOORD7;
float4 additionalData : TEXCOORD6; // x = distance to surface, y = distance to surface, z = normalized wave height
float4 vertColor : TEXCOORD7;
half4 shadowCoord : TEXCOORD8; // for ssshadows
float4 clipPos : SV_POSITION;

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