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Small terrain shader fixes

-Added projector back in so brush previews are visible
-Fixed the meta pass
-Added pass names to the terrain base shader
/main
Andre McGrail 7 年前
当前提交
2add303c
共有 2 个文件被更改,包括 6 次插入2 次删除
  1. 2
      com.unity.render-pipelines.lightweight/LWRP/Shaders/Terrain/LightweightStandardTerrain.shader
  2. 6
      com.unity.render-pipelines.lightweight/LWRP/Shaders/Terrain/LightweightStandardTerrainBase.shader

2
com.unity.render-pipelines.lightweight/LWRP/Shaders/Terrain/LightweightStandardTerrain.shader


SubShader
{
Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline" "IgnoreProjector" = "True"}
Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline" "IgnoreProjector" = "False"}
Pass
{

6
com.unity.render-pipelines.lightweight/LWRP/Shaders/Terrain/LightweightStandardTerrainBase.shader


Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On

Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On

// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Name "Meta"
Cull Off
#pragma target 2.0
#pragma vertex LightweightVertexMeta
#pragma fragment LightweightFragmentMeta

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