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Merge remote-tracking branch 'refs/remotes/origin/Unity-2017.3' into Add-Per-Pixel-scale

/stochastic_alpha_test
sebastienlagarde 7 年前
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32a02c4e
共有 3 个文件被更改,包括 3 次插入3 次删除
  1. 6
      ScriptableRenderPipeline/Core/ShaderLibrary/Shadow/Shadow.hlsl
  2. 0
      /ScriptableRenderPipeline/Core/ShadowIncludes.hlsl.meta
  3. 0
      /ScriptableRenderPipeline/Core/ShadowIncludes.hlsl

6
ScriptableRenderPipeline/Core/ShaderLibrary/Shadow/Shadow.hlsl


#ifndef SHADOW_HLSL
#ifndef SHADOW_HLSL
#define SHADOW_HLSL
//
// Shadow master include header.

// Shadow context definition and initialization, i.e. resource binding (project header, must be kept in sync with C# runtime)
#define SHADOW_CONTEXT_INCLUDE
#include "../../ShadowIncludes.inl"
#include "../../ShadowIncludes.hlsl"
#undef SHADOW_CONTEXT_INCLUDE
// helper function to extract shadowmap data from the ShadowData struct

// include project specific shadow dispatcher. If this file is not empty, it MUST define which default shadows it's overriding
#define SHADOW_DISPATCH_INCLUDE
#include "../../ShadowIncludes.inl"
#include "../../ShadowIncludes.hlsl"
#undef SHADOW_DISPATCH_INCLUDE
// if shadow dispatch is empty we'll fall back to default shadow sampling implementations

/ScriptableRenderPipeline/Core/ShadowIncludes.inl.meta → /ScriptableRenderPipeline/Core/ShadowIncludes.hlsl.meta

/ScriptableRenderPipeline/Core/ShadowIncludes.inl → /ScriptableRenderPipeline/Core/ShadowIncludes.hlsl

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