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Fixed rendering on metal

/vr_sandbox
Felipe Lira 8 年前
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1bbdcd6d
共有 1 个文件被更改,包括 2 次插入2 次删除
  1. 4
      Assets/LowEndRenderPipeline/Shaders/LDRenderPipe-Specular.shader

4
Assets/LowEndRenderPipeline/Shaders/LDRenderPipe-Specular.shader


#pragma multi_compile _ SHADOWS_DEPTH
#pragma multi_compile _ SHADOWS_FILTERING_PCF
#pragma multi_compile_fog
#pragma only_renderers d3d9 d3d11 d3d11_9x glcore gles gles3
#pragma only_renderers d3d9 d3d11 d3d11_9x glcore gles gles3 metal
#pragma enable_d3d11_debug_symbols
#define DIFFUSE_AND_SPECULAR_INPUT SpecularInput

half4 globalLightAtten[MAX_LIGHTS];
int4 globalLightCount; // x: pixelLightCount, y = totalLightCount (pixel + vert)
sampler2D _ShadowMap;
sampler2D_float _ShadowMap;
float _PCFKernel[8];
half4x4 _WorldToShadow[MAX_SHADOW_CASCADES];

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