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HDRenderPipeline: Remove shadowmask code that was not suppose to be commited

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sebastienlagarde 7 年前
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29051d8c
共有 1 个文件被更改,包括 0 次插入22 次删除
  1. 22
      ScriptableRenderPipeline/HDRenderPipeline/Material/MaterialUtilities.hlsl

22
ScriptableRenderPipeline/HDRenderPipeline/Material/MaterialUtilities.hlsl


#endif
}
float4 SampleShadowMask(float3 positionWS, float2 uvStaticLightmap) // normalWS not use for now
{
#if defined(LIGHTMAP_ON)
float2 uv = uvStaticLightmap * unity_LightmapST.xy + unity_LightmapST.zw;
float4 rawOcclusionMask = SAMPLE_TEXTURE2D(unity_ShadowMask, samplerunity_Lightmap, uv); // Reuse sampler from Lightmap
#else
float4 rawOcclusionMask;
if (unity_ProbeVolumeParams.x == 1.0)
{
// TODO: We use GetAbsolutePositionWS(positionWS) to handle the camera relative case here but this should be part of the unity_ProbeVolumeWorldToObject matrix on C++ side (sadly we can't modify it for HDRenderPipeline...)
rawOcclusionMask = SampleProbeOcclusion(TEXTURE3D_PARAM(unity_ProbeVolumeSH, samplerunity_ProbeVolumeSH), GetAbsolutePositionWS(positionWS), unity_ProbeVolumeWorldToObject,
unity_ProbeVolumeParams.y, unity_ProbeVolumeParams.z, unity_ProbeVolumeMin, unity_ProbeVolumeSizeInv);
}
else
{
rawOcclusionMask = unity_ProbesOcclusion;
}
#endif
return rawOcclusionMask;
}
float2 CalculateVelocity(float4 positionCS, float4 previousPositionCS)
{
// This test on define is required to remove warning of divide by 0 when initializing empty struct

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