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Add a compile-time switch between the full and the empty VolumetricLighting.compute shader

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GitHub 7 年前
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00a6351a
共有 1 个文件被更改,包括 13 次插入0 次删除
  1. 13
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/Resources/VolumetricLighting.compute

13
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/Resources/VolumetricLighting.compute


#define GROUP_SIZE_1D 16
#define GROUP_SIZE_2D (GROUP_SIZE_1D * GROUP_SIZE_1D)
#if (SHADEROPTIONS_VOLUMETRIC_LIGHTING_PRESET != 0) // Switch between the full and the empty shader
//--------------------------------------------------------------------------------------------------
// Included headers
//--------------------------------------------------------------------------------------------------

FillVolumetricLightingBuffer(context, featureFlags, posInput, ray);
}
#else
[numthreads(GROUP_SIZE_2D, 1, 1)]
void VolumetricLighting(uint2 groupId : SV_GroupID,
uint groupThreadId : SV_GroupThreadID)
{
// Reduce compile times if the feature is disabled.
}
#endif // SHADEROPTIONS_VOLUMETRIC_LIGHTING_PRESET
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