浏览代码

increase normal scale range (BotD)

/main
sebastienlagarde 6 年前
当前提交
12a407ff
共有 3 个文件被更改,包括 3 次插入3 次删除
  1. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.shader
  2. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitTessellation.shader
  3. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.shader

2
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.shader


_NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
_NormalMapOS("NormalMapOS", 2D) = "white" {} // Object space normal map - no good default value
_NormalScale("_NormalScale", Range(0.0, 2.0)) = 1
_NormalScale("_NormalScale", Range(0.0, 8.0)) = 1
_BentNormalMap("_BentNormalMap", 2D) = "bump" {}
_BentNormalMapOS("_BentNormalMapOS", 2D) = "white" {}

2
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitTessellation.shader


_NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
_NormalMapOS("NormalMapOS", 2D) = "white" {} // Object space normal map - no good default value
_NormalScale("_NormalScale", Range(0.0, 2.0)) = 1
_NormalScale("_NormalScale", Range(0.0, 8.0)) = 1
_BentNormalMap("_BentNormalMap", 2D) = "bump" {}
_BentNormalMapOS("_BentNormalMapOS", 2D) = "white" {}

2
com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.shader


_NormalMapUV("NormalMapUV", Float) = 0.0
_NormalMapUVLocal("NormalMapUV Local", Float) = 0.0
_NormalMapObjSpace("NormalMapObjSpace", Float) = 0.0
_NormalScale("Normal Scale", Range(0.0, 2.0)) = 1
_NormalScale("Normal Scale", Range(0.0, 8.0)) = 1
[HideInInspector] _AmbientOcclusionMapShow("AmbientOcclusion Map Show", Float) = 0
_AmbientOcclusion("AmbientOcclusion", Range(0.0, 1.0)) = 1

正在加载...
取消
保存