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Fixed compiler errors due to last commit and shader variants not being tested.

/Branch_batcher
Felipe Lira 8 年前
当前提交
4026f4ab
共有 1 个文件被更改,包括 8 次插入2 次删除
  1. 10
      Assets/LowEndMobilePipeline/Shaders/LowEndMobilePipeline.shader

10
Assets/LowEndMobilePipeline/Shaders/LowEndMobilePipeline.shader


for (int lightIndex = globalLightData.x; lightIndex < globalLightData.y; ++lightIndex)
{
LightInput lightInput;
half NdotL;
o.fogCoord.yzw += EvaluateOneLight(lightInput, diffuseAndSpecular.rgb, diffuseAndSpecular, normal, o.posWS, o.viewDir.xyz);
o.fogCoord.yzw += EvaluateOneLight(lightInput, diffuseAndSpecular.rgb, diffuseAndSpecular, normal, o.posWS, o.viewDir.xyz, NdotL);
}
#endif

#ifdef _SHADOWS
if (lightIndex == 0)
{
#if _NORMALMAP
float3 vertexNormal = float3(i.tangentToWorld0.z, i.tangentToWorld1.z, i.tangentToWorld2.z);
#else
float3 vertexNormal = i.normal;
#endif
color *= ComputeShadowAttenuation(i, i.normal * bias);
color *= ComputeShadowAttenuation(i, vertexNormal * bias);
}
#endif
}

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