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Rename NonPBR to FastBlinn

/main
Matt Dean 7 年前
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1e0ac7aa
共有 2 个文件被更改,包括 8 次插入8 次删除
  1. 14
      MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipeline.shader
  2. 2
      MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineCore.cginc

14
MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipeline.shader


// Shader targeted for low end devices. Single Pass Forward Rendering. Shader Model 2
Shader "ScriptableRenderPipeline/LightweightPipeline/NonPBR"
Shader "ScriptableRenderPipeline/LightweightPipeline/FastBlinn"
{
// Keep properties of StandardSpecular shader for upgrade reasons.
Properties

[Enum(UV0,0,UV1,1)] _UVSec("UV Set for secondary textures", Float) = 0
// Blending state
[HideInInspector] _Mode("__mode", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
// Blending state
[HideInInspector] _Mode("__mode", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
}
SubShader

//#include "LightweightPipelineLighting.cginc"
#pragma vertex LightweightVertex
#pragma fragment LightweightFragmentLegacy
#pragma fragment LightweightFragmentFastBlinn
ENDCG
}

2
MaterialGraphProject/Assets/SRP/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineCore.cginc


return OutputColor(color, s.Alpha);
}
half4 LightweightFragmentLegacy(LightweightVertexOutput i) : SV_Target
half4 LightweightFragmentFastBlinn(LightweightVertexOutput i) : SV_Target
{
half4 diffuseAlpha = tex2D(_MainTex, i.uv01.xy);
half3 diffuse = LIGHTWEIGHT_GAMMA_TO_LINEAR(diffuseAlpha.rgb) * _Color.rgb;

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