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/feature-ReflectionProbeFit
Evgenii Golubev 7 年前
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55462675
共有 5 个文件被更改,包括 11 次插入9 次删除
  1. 10
      SampleScenes/HDTest/HDRenderLoopTest.unity
  2. 2
      ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11.hlsl
  3. 2
      ScriptableRenderPipeline/Core/ShaderLibrary/API/Metal.hlsl
  4. 3
      ScriptableRenderPipeline/Core/ShaderLibrary/API/Vulkan.hlsl
  5. 3
      ScriptableRenderPipeline/Core/ShaderLibrary/API/XBoxOne.hlsl

10
SampleScenes/HDTest/HDRenderLoopTest.unity


m_IsActive: 1
--- !u!114 &1640077384
MonoBehaviour:
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1640077383}

affectSpecular: 1
lightTypeExtent: 1
spotLightShape: 0
shapeWidth: 2
shapeHeight: 0.5
shapeWidth: 4
shapeHeight: 2
aspectRatio: 1
shapeRadius: 0
maxSmoothness: 1

serializedVersion: 2
m_Bits: 4294967295
m_Lightmapping: 4
m_AreaSize: {x: 1, y: 1}
m_AreaSize: {x: 4, y: 2}
m_BounceIntensity: 1
m_ColorTemperature: 6570
m_UseColorTemperature: 0

m_LocalEulerAnglesHint: {x: 0, y: 180, z: 90.00001}
--- !u!114 &1640077387
MonoBehaviour:
m_ObjectHideFlags: 0
m_ObjectHideFlags: 2
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1640077383}

2
ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11.hlsl


#define UNITY_UV_STARTS_AT_TOP 1
#define UNITY_REVERSED_Z 1
#define UNITY_NEAR_CLIP_VALUE (1.0)
// This value will not go through any matrix projection convertion
// This value will not go through any matrix projection conversion
#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
#define FRONT_FACE_SEMANTIC SV_IsFrontFace
#define FRONT_FACE_TYPE bool

2
ScriptableRenderPipeline/Core/ShaderLibrary/API/Metal.hlsl


#define UNITY_UV_STARTS_AT_TOP 1
#define UNITY_REVERSED_Z 1
#define UNITY_NEAR_CLIP_VALUE (1.0)
// This value will not go through any matrix projection convertion
// This value will not go through any matrix projection conversion
#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
#define FRONT_FACE_SEMANTIC SV_IsFrontFace
#define FRONT_FACE_TYPE bool

3
ScriptableRenderPipeline/Core/ShaderLibrary/API/Vulkan.hlsl


// This file assume SHADER_API_VULKAN is defined
// TODO: This is a straight copy from D3D11.hlsl. Go through all this stuff and adjust where needed.
// This value will not go through any matrix projection convertion
// This value will not go through any matrix projection conversion
#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
#define FRONT_FACE_SEMANTIC SV_IsFrontFace
#define FRONT_FACE_TYPE bool

3
ScriptableRenderPipeline/Core/ShaderLibrary/API/XBoxOne.hlsl


// This file assume SHADER_API_D3D11 is defined
// TODO: This is a straight copy from D3D11.hlsl. Go through all this stuff and adjust where needed.
// This value will not go through any matrix projection convertion
// This value will not go through any matrix projection conversion
#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
#define FRONT_FACE_SEMANTIC SV_IsFrontFace
#define FRONT_FACE_TYPE bool

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