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HDRenderPipeline: Missing two change

/Branch_Batching2
Sebastien Lagarde 7 年前
当前提交
59b48449
共有 2 个文件被更改,包括 2 次插入0 次删除
  1. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  2. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go futher in dev
//#pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------
// Variant

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl


// Be sure that the compiler is aware that we don't use UV1 to UV3 for main layer so it can optimize code
_UVMappingMask = float4(1.0, 0.0, 0.0, 0.0);
ComputeLayerTexCoord( texCoord0, texCoord1, texCoord2, texCoord3,
positionWS, normalWS, mappingType, _TexWorldScale, layerTexCoord);
}
float GetMaxDisplacement()

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