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Separated light and cascade data loading for directional lights.
Separated light and cascade data loading for directional lights.
Introduced clear rect rendering to avoid clearing the entire shadowmap./main
uygar
7 年前
当前提交
34443229
共有 7 个文件被更改,包括 106 次插入 和 19 次删除
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4ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/Shadow.hlsl
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36ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/ShadowAlgorithms.hlsl
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12ScriptableRenderPipeline/Core/CoreRP/Shadow/Shadow.cs
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/DeferredDirectionalShadow.compute
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
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58ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/Resources/ShadowClear.shader
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9ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/Resources/ShadowClear.shader.meta
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Shader "Hidden/ScriptableRenderPipeline/ShadowClear" |
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{ |
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HLSLINCLUDE |
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#pragma target 4.5 |
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal |
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#include "CoreRP/ShaderLibrary/Common.hlsl" |
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float4 Frag() : SV_Target { return 0.0.xxxx; } |
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ENDHLSL |
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SubShader |
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{ |
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Pass |
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{ |
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Name "ClearShadow_0" |
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ZTest Always |
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Cull Off |
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ZWrite On |
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HLSLPROGRAM |
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#pragma vertex Vert_0 |
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#pragma fragment Frag |
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float4 Vert_0( uint vertexID : VERTEXID_SEMANTIC ) : SV_POSITION |
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{ |
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return GetFullScreenTriangleVertexPosition( vertexID, 0.0 ); |
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} |
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ENDHLSL |
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} |
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Pass |
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{ |
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Name "ClearShadow_1" |
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ZTest Always |
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Cull Off |
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ZWrite On |
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HLSLPROGRAM |
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#pragma vertex Vert_1 |
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#pragma fragment Frag |
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float4 Vert_1( uint vertexID : VERTEXID_SEMANTIC ) : SV_POSITION |
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{ |
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return GetFullScreenTriangleVertexPosition( vertexID, 1.0 ); |
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} |
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ENDHLSL |
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} |
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} |
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Fallback Off |
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} |
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fileFormatVersion: 2 |
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guid: e3cab24f27741f44d8af1e94d006267c |
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ShaderImporter: |
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externalObjects: {} |
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defaultTextures: [] |
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nonModifiableTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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