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Excluded d3d11_9x as it's not supported

/lw-bugfixes
Felipe Lira 6 年前
当前提交
5a168a8d
共有 7 个文件被更改,包括 17 次插入3 次删除
  1. 3
      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. 3
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
  6. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardTerrain.shader
  7. 9
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardUnlit.shader

3
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader


// Required to compile gles 2.0 with standard SRP library
// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// -------------------------------------

HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// -------------------------------------

HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex DepthOnlyVertex

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


HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex ParticlesLitVertex
#pragma fragment ParticlesLitFragment
#pragma multi_compile __ SOFTPARTICLES_ON

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


#pragma vertex ParticlesLitVertex
#pragma fragment ParticlesLitFragment
#pragma multi_compile __ SOFTPARTICLES_ON
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON

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


HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma multi_compile __ SOFTPARTICLES_ON
#pragma multi_compile_fog
#pragma target 2.0

3
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader


HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// -------------------------------------

HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// -------------------------------------

HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex DepthOnlyVertex

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardTerrain.shader


HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 3.0
#pragma vertex SplatmapVert

HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag

9
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardUnlit.shader


HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog

UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = TransformObjectToHClip(v.vertex.xyz);
o.uv0AndFogCoord.xy = TRANSFORM_TEX(v.uv, _MainTex);
o.uv0AndFogCoord.z = ComputeFogFactor(o.vertex.z);

half2 uv = IN.uv0AndFogCoord.xy;
half4 texColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
half3 color = texColor.rgb * _Color.rgb;
half alpha = texColor.a * _Color.a;
half alpha = texColor.a * _Color.a;
AlphaDiscard(alpha, _Cutoff);
#if _SAMPLE_GI

color *= SampleGI(IN.lightmapOrVertexSH, normalWS);
#endif
ApplyFog(color, IN.uv0AndFogCoord.z);
return half4(color, alpha);
}
ENDHLSL

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