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Fix shader warning, shadow warning and hide physical camera parameter

/main
sebastienlagarde 7 年前
当前提交
02280c4b
共有 3 个文件被更改,包括 23 次插入4 次删除
  1. 18
      ScriptableRenderPipeline/Core/CoreRP/Shadow/Shadow.cs
  2. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDCameraUI.cs
  3. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForward.hlsl

18
ScriptableRenderPipeline/Core/CoreRP/Shadow/Shadow.cs


// UI stuff
protected struct ValRange
{
GUIContent Name;
#if UNITY_EDITOR
GUIContent Name;
float ValMax;
#endif
float ValMax;
public ValRange( string name, float valMin, float valDef, float valMax, float valScale ) { Name = new GUIContent( name ); ValMin = valMin; ValDef = valDef; ValMax = valMax; ValScale = valScale; }
public ValRange( string name, float valMin, float valDef, float valMax, float valScale )
{
#if UNITY_EDITOR
Name = new GUIContent( name );
ValMin = valMin;
ValMax = valMax;
#endif
ValDef = valDef;
ValScale = valScale;
}
#if UNITY_EDITOR
public void Slider( ref int currentVal ) { currentVal = ShadowUtils.Asint( ValScale * UnityEditor.EditorGUILayout.Slider( Name, ShadowUtils.Asfloat( currentVal ) / ValScale, ValMin, ValMax ) ); }
#else

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDCameraUI.cs


Inspector = new []
{
SectionPrimarySettings,
SectionPhysicalSettings,
// Not used for now
//SectionPhysicalSettings,
SectionCaptureSettings,
SectionOutputSettings,
SectionXRSettings,

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForward.hlsl


// We need to skip lighting when doing debug pass because the debug pass is done before lighting so some buffers may not be properly initialized potentially causing crashes on PS4.
#ifdef DEBUG_DISPLAY
// Init in debug display mode to quiet warning
#ifdef OUTPUT_SPLIT_LIGHTING
outDiffuseLighting = 0;
ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
#endif
if (_DebugLightingMode != DEBUGLIGHTINGMODE_NONE || _DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
#endif
{

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