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Disabled new shadow system again in preparation of a merge into the main branch.

/main
uygar 8 年前
当前提交
26a238ec
共有 3 个文件被更改,包括 7 次插入3 次删除
  1. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  2. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/Shadow.hlsl
  3. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowBase.cs

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


#define SHADOWS_ENABLED
#define SHADOWS_FIXSHADOWIDX
//#define SHADOWS_ENABLED
//#define SHADOWS_FIXSHADOWIDX
using UnityEngine.Rendering;
using System.Collections.Generic;
using System;

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/Shadow.hlsl


//
#define SHADOWS_USE_SHADOWCTXT
//#define SHADOWS_USE_SHADOWCTXT
#ifdef SHADOWS_USE_SHADOWCTXT
#define SHADOW_SUPPORTS_DYNAMIC_INDEXING 0 // only on >= sm 5.1

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowBase.cs


All = Point | Spot | Directional
};
[GenerateHLSL]
VSM_1tap,
MSM_1tap
};
namespace ShadowExp // temporary namespace until everything can be merged into the HDPipeline

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