浏览代码

HDRenderPipeline: Upgrade after Julien change

/main
sebastienlagarde 8 年前
当前提交
3566a95a
共有 4 个文件被更改,包括 12 次插入12 次删除
  1. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs
  2. 16
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLitTesselation.shader
  3. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTesselation.hlsl
  4. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTessellation.shader

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs


layerEmissiveColor = FindProperty(kEmissiveColor, props);
layerEmissiveColorMap = FindProperty(kEmissiveColorMap, props);
layerEmissiveIntensity = FindProperty(kEmissiveIntensity, props);
layerTesselationFactor = FindProperty(kTesselationFactor, props);
layerTesselationFactor = FindProperty(kTesselationFactor, props, false);
}
int numLayer

16
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLitTesselation.shader


_HeightMap2("HeightMap2", 2D) = "black" {}
_HeightMap3("HeightMap3", 2D) = "black" {}
_HeightScale0("Height Scale0", Float) = 1
_HeightScale1("Height Scale1", Float) = 1
_HeightScale2("Height Scale2", Float) = 1
_HeightScale3("Height Scale3", Float) = 1
_HeightAmplitude0("Height Scale0", Float) = 1
_HeightAmplitude1("Height Scale1", Float) = 1
_HeightAmplitude2("Height Scale2", Float) = 1
_HeightAmplitude3("Height Scale3", Float) = 1
_HeightBias0("Height Bias0", Float) = 0
_HeightBias1("Height Bias1", Float) = 0
_HeightBias2("Height Bias2", Float) = 0
_HeightBias3("Height Bias3", Float) = 0
_HeightCenter0("Height Bias0", Float) = 0
_HeightCenter1("Height Bias1", Float) = 0
_HeightCenter2("Height Bias2", Float) = 0
_HeightCenter3("Height Bias3", Float) = 0
_DetailMap0("DetailMap0", 2D) = "black" {}
_DetailMap1("DetailMap1", 2D) = "black" {}

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTesselation.hlsl


*/
#ifdef _HEIGHTMAP
float height = SAMPLE_TEXTURE2D_LOD(ADD_ZERO_IDX(_HeightMap), ADD_ZERO_IDX(sampler_HeightMap), v.uv0, 0).r * ADD_ZERO_IDX(_HeightScale) + ADD_ZERO_IDX(_HeightBias);
float height = (SAMPLE_TEXTURE2D_LOD(ADD_ZERO_IDX(_HeightMap), ADD_ZERO_IDX(sampler_HeightMap), v.uv0, 0).r - ADD_ZERO_IDX(_HeightCenter)) * ADD_IDX(_HeightAmplitude);
#else
float height = 0.0;
#endif

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTessellation.shader


_NormalScale("_NormalScale", Range(0.0, 2.0)) = 1
_HeightMap("HeightMap", 2D) = "black" {}
_HeightScale("Height Scale", Float) = 0.01
_HeightBias("Height Bias", Float) = 0
_HeightAmplitude("Height Amplitude", Float) = 0.01 // In world units
_HeightCenter("Height Center", Float) = 0.5 // In texture space
_TangentMap("TangentMap", 2D) = "bump" {}
_Anisotropy("Anisotropy", Range(0.0, 1.0)) = 0

正在加载...
取消
保存