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Fog is now computed outside the simple lighting function.

/main
Felipe Lira 7 年前
当前提交
164ce034
共有 3 个文件被更改,包括 6 次插入3 次删除
  1. 1
      com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Lighting.hlsl
  2. 4
      com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl
  3. 4
      com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Terrain/LightweightPassLitGrass.hlsl

1
com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Lighting.hlsl


finalColor += specularColor;
#endif
ApplyFog(finalColor, inputData.fogCoord);
return half4(finalColor, alpha);
}
#endif

4
com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl


InputData inputData;
InitializeInputData(IN, normalTS, inputData);
return LightweightFragmentBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha);
half4 color = LightweightFragmentBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha);
ApplyFog(color.rgb, inputData.fogCoord);
return color;
};
#endif

4
com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Terrain/LightweightPassLitGrass.hlsl


InputData inputData;
InitializeInputData(IN, inputData);
return LightweightFragmentBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha);
half4 color = LightweightFragmentBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha);
ApplyFog(color.rgb, inputData.fogCoord);
return color;
};
#endif
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