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Shadergraph fix for LW PBR template

Conflicts:
   - LightweightPassMetaSimple
/tag-1.1.4-preview
Felipe Lira 6 年前
当前提交
18ef6494
共有 3 个文件被更改,包括 7 次插入7 次删除
  1. 8
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfaceSimple.hlsl
  2. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl
  3. 4
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassMetaSimple.hlsl

8
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurfaceSimple.hlsl


TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap);
half4 SampleSpecularGloss(half2 uv, half alpha)
half4 SampleSpecularGloss(half2 uv, half alpha, half4 specColor, TEXTURE2D_ARGS(specGlossMap, sampler_specGlossMap))
half4 specularGloss = half4(0, 0, 0, 1);
half4 specularGloss = half4(0.0h, 0.0h, 0.0h, 1.0h);
specularGloss = SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv);
specularGloss = SAMPLE_TEXTURE2D(TEXTURE2D_PARAM(specGlossMap, sampler_specGlossMap), uv);
specularGloss = _SpecColor;
specularGloss = specColor;
#endif
#ifdef _GLOSSINESS_FROM_BASE_ALPHA

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl


half3 normalTS = SampleNormal(uv, TEXTURE2D_PARAM(_BumpMap, sampler_BumpMap));
half3 emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_PARAM(_EmissionMap, sampler_EmissionMap));
half4 specularGloss = SampleSpecularGloss(uv, diffuseAlpha.a);
half4 specularGloss = SampleSpecularGloss(uv, diffuseAlpha.a, _SpecColor, TEXTURE2D_PARAM(_SpecGlossMap, sampler_SpecGlossMap));
half shininess = IN.posWSShininess.w;
InputData inputData;

4
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassMetaSimple.hlsl


float2 uv = i.uv;
MetaInput o;
o.Albedo = _Color.rgb * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv).rgb;
o.SpecularColor = SpecularGloss(uv, 1.0).xyz;
o.Emission = Emission(uv);
o.SpecularColor = SampleSpecularGloss(uv, 1.0h, _SpecColor, TEXTURE2D_PARAM(_SpecGlossMap, sampler_SpecGlossMap)).xyz;
o.Emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_PARAM(_EmissionMap, sampler_EmissionMap));
return MetaFragment(o);
}
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