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Merge pull request #1580 from Unity-Technologies/sg/fix-hd-meta-code-cuplication

Fix duplication of code from Surf to Vert in HDPBR Subshader meta generation
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GitHub 7 年前
当前提交
17a341ee
共有 3 个文件被更改,包括 6 次插入5 次删除
  1. 8
      com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRSubShader.cs
  2. 2
      com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitSubShader.cs
  3. 1
      com.unity.shadergraph/CHANGELOG.md

8
com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRSubShader.cs


PBRMasterNode.AlphaSlotId,
PBRMasterNode.AlphaThresholdSlotId
},
// VertexShaderSlots = new List<int>()
// {
// PBRMasterNode.PositionSlotId
// }
VertexShaderSlots = new List<int>()
{
//PBRMasterNode.PositionSlotId
}
};
Pass m_PassShadowCaster = new Pass()

2
com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitSubShader.cs


},
VertexShaderSlots = new List<int>()
{
PBRMasterNode.PositionSlotId
//PBRMasterNode.PositionSlotId
}
};

1
com.unity.shadergraph/CHANGELOG.md


- Deserialization of subgraphs now works correctly.
- Sub graphs are now suffixed with (sub), so you can tell them apart from other nodes.
- The preview of a node does not obstruct the selection outliner anymore.
- HD PBR subshader no longer duplicates surface description code into vertex shader.
- You can now copy, paste, and duplicate sub-graph nodes with vector type input ports.
- If the current render pipeline is not compatible, master nodes now display an error badge.
- The preview shader now only considers the current render pipeline. Because of this there is less code to compile, and therefore the preview shader will compile faster.
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