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bugfix, workaround for missing SetInt on shader feature backfired

bugfix, workaround for missing SetInt on shader feature backfired
/main
mmikk 8 年前
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30fbb008
共有 2 个文件被更改,包括 4 次插入2 次删除
  1. 3
      Assets/ScriptableRenderLoop/fptl/Internal-DeferredReflections.shader
  2. 3
      Assets/ScriptableRenderLoop/fptl/Internal-DeferredShading.shader

3
Assets/ScriptableRenderLoop/fptl/Internal-DeferredReflections.shader


void GetLightCountAndStart(out uint uStart, out uint uNrLights, uint2 tileIDX, int nrTilesX, int nrTilesY, float linDepth)
{
g_iLog2NumClusters = (int) (g_fLog2NumClusters+0.5); // ridiculous
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
float modulScale = g_fModulUserscale[tileIDX.y*nrTilesX + tileIDX.x];
#else

g_iLog2NumClusters = (int) (g_fLog2NumClusters+0.5); // ridiculous
int nrClusters = (1<<g_iLog2NumClusters);
const int idx = ((REFLECTION_LIGHT*nrClusters + clustIdx)*nrTilesY + tileIDX.y)*nrTilesX + tileIDX.x;
uint dataPair = g_vLayeredOffsetsBuffer[idx];

3
Assets/ScriptableRenderLoop/fptl/Internal-DeferredShading.shader


void GetLightCountAndStart(out uint uStart, out uint uNrLights, uint2 tileIDX, int nrTilesX, int nrTilesY, float linDepth)
{
g_iLog2NumClusters = (int) (g_fLog2NumClusters+0.5); // ridiculous
#ifdef ENABLE_DEPTH_TEXTURE_BACKPLANE
float modulScale = g_fModulUserscale[tileIDX.y*nrTilesX + tileIDX.x];
#else

g_iLog2NumClusters = (int) (g_fLog2NumClusters+0.5); // ridiculous
int nrClusters = (1<<g_iLog2NumClusters);
const int idx = ((DIRECT_LIGHT*nrClusters + clustIdx)*nrTilesY + tileIDX.y)*nrTilesX + tileIDX.x;
uint dataPair = g_vLayeredOffsetsBuffer[idx];

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