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Merge pull request #717 from Unity-Technologies/Remove-None-mode-of-double-sided

Remove none mode of double sided
/feature-ReflectionProbeFit
GitHub 7 年前
当前提交
1dff3972
共有 7 个文件被更改,包括 412 次插入1142 次删除
  1. 999
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode.unity.png
  2. 11
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/BaseLitUI.cs
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader
  4. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
  5. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader
  6. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader
  7. 536
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode.unity

999
ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode.unity.png
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11
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/BaseLitUI.cs


{
protected static class StylesBaseLit
{
public static GUIContent doubleSidedNormalModeText = new GUIContent("Normal mode", "This will modify the normal base on the selected mode. None: untouch, Mirror: Mirror the normal with vertex normal plane, Flip: Flip the normal");
public static GUIContent doubleSidedNormalModeText = new GUIContent("Normal mode", "This will modify the normal base on the selected mode. Mirror: Mirror the normal with vertex normal plane, Flip: Flip the normal");
public static GUIContent depthOffsetEnableText = new GUIContent("Enable Depth Offset", "EnableDepthOffset on this shader (Use with heightmap)");
// Displacement mapping (POM, tessellation, per vertex)

public enum DoubleSidedNormalMode
{
None,
Mirror,
Flip
Flip,
Mirror
}
public enum TessellationMode

DoubleSidedNormalMode doubleSidedNormalMode = (DoubleSidedNormalMode)material.GetFloat(kDoubleSidedNormalMode);
switch (doubleSidedNormalMode)
{
case DoubleSidedNormalMode.None:
material.SetVector("_DoubleSidedConstants", new Vector4(1.0f, 1.0f, 1.0f, 0.0f));
break;
case DoubleSidedNormalMode.Mirror: // Mirror mode (in tangent space)
material.SetVector("_DoubleSidedConstants", new Vector4(1.0f, 1.0f, -1.0f, 0.0f));
break;

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader


[ToggleOff] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[Enum(None, 0, Mirror, 1, Flip, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[Enum(Flip, 0, Mirror, 1)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
[Enum(Subsurface Scattering, 0, Standard, 1)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader


[ToggleOff] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[Enum(None, 0, Mirror, 1, Flip, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[Enum(Flip, 0, Mirror, 1)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
[Enum(Subsurface Scattering, 0, Standard, 1)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader


[ToggleOff] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[Enum(None, 0, Mirror, 1, Flip, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[Enum(Flip, 0, Mirror, 1)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
[Enum(UV0, 0, Planar, 4, TriPlanar, 5)] _UVBase("UV Set for base", Float) = 0

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader


[ToggleOff] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[Enum(None, 0, Mirror, 1, Flip, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[Enum(Flip, 0, Mirror, 1)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
[Enum(UV0, 0, Planar, 4, TriPlanar, 5)] _UVBase("UV Set for base", Float) = 0

536
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode.unity


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