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HDRenderloop: very Minor update

/main
sebastienlagarde 8 年前
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524694c1
共有 2 个文件被更改,包括 18 次插入2 次删除
  1. 17
      Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
  2. 3
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/LitTemplate.hlsl

17
Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs


EnvLightData l = new EnvLightData();
/*
bool boxProj = EnvShapeType.None;
(rl.boxProjection != 0);
l.positionWS =
if (rl.boxProjection)
l.positionWS = probe.localToWorld;
l.shapeType;
l.worldToLocal;
l.innerDistance;
l.sliceIndex;
l.capturePointWS;
l.blendDistance;
*/
/*
Vector3 boxOffset = rl.center; // reflection volume offset relative to cube map capture point
float blendDistance = rl.blendDistance;

3
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/LitTemplate.hlsl


clip(alpha - _AlphaCutoff);
#endif
builtinData.opacity = alpha;
#ifdef _SPECULAROCCLUSIONMAP
// TODO: Do something. For now just take alpha channel
surfaceData.specularOcclusion = UNITY_SAMPLE_TEX2D(_SpecularOcclusionMap, input.texCoord0).a;

// Builtin Data
builtinData.opacity = alpha;
// TODO: Sample lightmap/lightprobe/volume proxy
// This should also handle projective lightmap

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