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Added pass names to improve shader stripping debug readability. Fixed a typo.

/main
Felipe Lira 6 年前
当前提交
0c072a52
共有 4 个文件被更改,包括 5 次插入1 次删除
  1. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightBlit.shader
  2. 3
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightCopyDepth.shader
  3. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightSampling.shader
  4. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightScreenSpaceShadows.shader

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightBlit.shader


Pass
{
Name "Default"
Tags { "LightMode" = "LightweightForward"}
ZTest Always ZWrite Off

3
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightCopyDepth.shader


{
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightiweightPipeline"}
Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"}
Name "Default"
ZTest Always ZWrite On ColorMask 0
HLSLPROGRAM

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightSampling.shader


// 0 - Downsample - Box filtering
Pass
{
Name "Default"
Tags { "LightMode" = "LightweightForward"}
ZTest Always

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightScreenSpaceShadows.shader


Pass
{
Name "Default"
ZTest Always
ZWrite Off
Cull Off

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