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Create Screenspace texture macro for LWRP

This handles declarations between Tex2D and Tex2DArray.  The latter is used for Stereo Instancing.
/2018.1
Tim Cooper 6 年前
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4a17fb01
共有 4 个文件被更改,包括 11 次插入11 次删除
  1. 7
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Core.hlsl
  2. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputBuiltin.hlsl
  3. 7
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Shadows.hlsl
  4. 7
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightScreenSpaceShadows.shader

7
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Core.hlsl


ApplyFogColor(color, unity_FogColor.rgb, fogFactor);
}
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
#define SCREENSPACE_TEXTURE TEXTURE2D_ARRAY
#else
#define SCREENSPACE_TEXTURE TEXTURE2D
#endif // defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
#endif

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputBuiltin.hlsl


return M;
}
// Move these to Core.hlsl
#if defined(UNITY_SINGLE_PASS_STEREO)
float2 TransformStereoScreenSpaceTex(float2 uv, float w)
{

7
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Shadows.hlsl


#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl"
#include "Core.hlsl"
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
TEXTURE2D_ARRAY(_ScreenSpaceShadowMap);
#else
TEXTURE2D(_ScreenSpaceShadowMap);
#endif
SCREENSPACE_TEXTURE(_ScreenSpaceShadowMap);
SAMPLER(sampler_ScreenSpaceShadowMap);
TEXTURE2D_SHADOW(_ShadowMap);

7
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightScreenSpaceShadows.shader


#include "LWRP/ShaderLibrary/Core.hlsl"
#include "LWRP/ShaderLibrary/Shadows.hlsl"
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
TEXTURE2D_ARRAY(_CameraDepthTexture);
SCREENSPACE_TEXTURE(_CameraDepthTexture);
#else
TEXTURE2D(_CameraDepthTexture);
SAMPLER(sampler_CameraDepthTexture);
#endif
struct VertexInput
{

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