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Added shader pass names so we can strip passes by pass name.

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Felipe Lira 6 年前
当前提交
4fec8c89
共有 9 个文件被更改,包括 17 次插入0 次删除
  1. 4
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader
  2. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticles.shader
  3. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesSimpleLighting.shader
  4. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesUnlit.shader
  5. 4
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
  6. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardUnlit.shader
  7. 3
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Terrain/LightweightStandardTerrain.shader
  8. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Terrain/LightweightStandardTerrainAddPass.shader
  9. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Terrain/LightweightStandardTerrainBase.shader

4
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader


{
// Lightmode matches the ShaderPassName set in LightweightPipeline.cs. SRPDefaultUnlit and passes with
// no LightMode tag are also rendered by Lightweight Pipeline
Name "StandardLit"
Tags{"LightMode" = "LightweightForward"}
Blend[_SrcBlend][_DstBlend]

Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On

Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On

// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Name "Meta"
Tags{"LightMode" = "Meta"}
Cull Off

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticles.shader


Pass
{
Name "ParticlesLit"
Tags {"LightMode" = "LightweightForward"}
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesSimpleLighting.shader


Pass
{
Name "ParticlesLit"
Tags {"LightMode" = "LightweightForward"}
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesUnlit.shader


Pass
{
Name "ParticlesUnlit"
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles

4
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader


Pass
{
Name "StandardLit"
Tags { "LightMode" = "LightweightForward" }
// Use same blending / depth states as Standard shader

Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On

Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On

// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Name "Meta"
Tags{ "LightMode" = "Meta" }
Cull Off

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardUnlit.shader


Pass
{
Name "StandardUnlit"
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles

3
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Terrain/LightweightStandardTerrain.shader


Pass
{
Name "TerrainLit"
Tags { "LightMode" = "LightweightForward" }
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library

Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On

Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Terrain/LightweightStandardTerrainAddPass.shader


Pass
{
Name "TerrainAddLit"
Tags { "LightMode" = "LightweightForward" }
Blend One One
HLSLPROGRAM

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/Terrain/LightweightStandardTerrainBase.shader


// Forward pass. Shades all light in a single pass. GI + emission + Fog
Pass
{
Name "TerrainBaseLit"
// Lightmode matches the ShaderPassName set in LightweightPipeline.cs. SRPDefaultUnlit and passes with
// no LightMode tag are also rendered by Lightweight Pipeline
Tags{"LightMode" = "LightweightForward"}

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