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HDRenderPipeline: Update also litTessellation.shader

/RenderPassXR_Sandbox
Sebastien Lagarde 7 年前
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00211652
共有 1 个文件被更改,包括 6 次插入1 次删除
  1. 7
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader

7
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0)
[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
[Enum(Subsurface Scattering, 0, Standard, 1, Specular Color, 2)] _MaterialID("MaterialId", Int) = 1 // MaterialId.LitStandard
// Note: 2 and 3 are currently unused
[Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 4, Specular Color, 5)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting
[ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", Float) = 0.0
_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5

#pragma shader_feature _THICKNESSMAP
#pragma shader_feature _SPECULARCOLORMAP
#pragma shader_feature _VERTEX_WIND
// MaterialId are used as shader feature to allow compiler to optimize properly
// Note _MATID_STANDARD is not define as there is always the default case "_". We assign default as _MATID_STANDARD, so we never test _MATID_STANDARD
#pragma shader_feature _ _MATID_SSS _MATID_ANISO _MATID_SPECULAR
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED

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