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Local changes in p4 since last

/sample_game
Peter Andreasen 7 年前
当前提交
42abb1bd
共有 3 个文件被更改,包括 20 次插入4 次删除
  1. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  2. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SSSProfile/SkinSSSProfile.asset
  3. 10
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/DefaultHDMaterial.mat

8
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


// Render all type of transparent forward (unlit, lit, complex (hair...)) to keep the sorting between transparent objects.
RenderForward(m_CullResults, camera, renderContext, cmd, false);
// SampleGame Change BEGIN
DebugOverlay.Render3D(hdCamera, cmd);
// SampleGame Change END
// Render fog.
VolumetricLightingPass(cmd, hdCamera);

}
RenderDebug(hdCamera, cmd);
/// SampleGame Change BEGIN
DebugOverlay.Render(hdCamera, cmd);
/// SampleGame Change END
// bind depth surface for editor grid/gizmo/selection rendering
if (camera.cameraType == CameraType.SceneView)

6
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SSSProfile/SkinSSSProfile.asset


m_Name: SkinSSSProfile
m_EditorClassIdentifier:
scatteringDistance: {r: 0.758, g: 0.321, b: 0.201, a: 1}
transmissionTint: {r: 0.7568628, g: 0.32156864, b: 0.20000002, a: 1}
transmissionTint: {r: 1, g: 0.71866125, b: 0.46323532, a: 1}
transmissionMode: 0
thicknessRemap: {x: 0, y: 12.031147}
transmissionMode: 2
thicknessRemap: {x: 0, y: 20.18}
worldScale: 1
settingsIndex: 0
m_ShapeParam: {x: 1.3192612, y: 3.1152647, z: 4.9751244}

10
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/DefaultHDMaterial.mat


m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _NormalMapOS:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}

m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _TangentMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _TangentMapOS:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}

- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0}
- _UVMappingMask: {r: 1, g: 0, b: 0, a: 0}
- _UVMappingMask: {r: 0, g: 0, b: 1, a: 0}
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