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Removed temporary shadow slice data struct again, as the lowendrenderpipeline declares its own struct now instead of using the renderpass.

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uygar 7 年前
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00cc82b2
共有 1 个文件被更改,包括 1 次插入19 次删除
  1. 20
      Assets/ScriptableRenderPipeline/RenderPasses/ShadowRenderPass.cs

20
Assets/ScriptableRenderPipeline/RenderPasses/ShadowRenderPass.cs


//#define SHADOWS_OLD
#if !SHADOWS_OLD
using UnityEngine.Rendering;
using UnityEngine.Profiling;
using System.Collections.Generic;
using System;
namespace UnityEngine.Experimental.Rendering
{
public struct ShadowSliceData
{
public Matrix4x4 shadowTransform;
public int atlasX;
public int atlasY;
public int shadowResolution;
}
}
#else
#if SHADOWS_OLD
using UnityEngine.Rendering;
using UnityEngine.Profiling;
using System.Collections.Generic;

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