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Re-enable clear coat

/main
Evgenii Golubev 7 年前
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0d034a4a
共有 1 个文件被更改,包括 2 次插入2 次删除
  1. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl

4
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


// If a user do a lighting architecture without material classification, this can be remove
#include "../../Lighting/LightLoop/LightLoop.cs.hlsl"
static uint g_FeatureFlags = UINT_MAX & ~MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
static uint g_FeatureFlags = UINT_MAX;
// This method allows us to know at compile time what shader features should be removed from the code when the materialID cannot be known on the whole tile (any combination of 2 or more differnet materials in the same tile)
// This is only useful for classification during lighting, so it's not needed in EncodeIntoGBuffer and ConvertSurfaceDataToBSDFData (where we always know exactly what the MaterialID is)

ZERO_INITIALIZE(BSDFData, bsdfData);
g_FeatureFlags = featureFlags & ~MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
g_FeatureFlags = featureFlags;
float3 baseColor = inGBuffer0.rgb;
bsdfData.specularOcclusion = inGBuffer0.a;

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