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HDRP: Visualize shadow map minor ident

/main
sebastienlagarde 6 年前
当前提交
5afa37a8
共有 2 个文件被更改,包括 12 次插入0 次删除
  1. 1
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.hlsl
  2. 11
      com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.hlsl

1
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.hlsl


if (_DebugLightingSubMode != DEBUGSCREENSPACETRACING_COLOR)
diffuseLighting = lighting.indirect.specularReflected;
break;
case DEBUGLIGHTINGMODE_VISUALIZE_SHADOW_MASKS:
#ifdef SHADOWS_SHADOWMASK
diffuseLighting = float3(

11
com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.hlsl


//if (_DebugLightingSubMode != DEBUGSCREENSPACETRACING_COLOR)
// diffuseLighting = lighting.indirect.specularReflected;
break;
case DEBUGLIGHTINGMODE_VISUALIZE_SHADOW_MASKS:
#ifdef SHADOWS_SHADOWMASK
diffuseLighting = float3(
bakeLightingData.bakeShadowMask.r / 2 + bakeLightingData.bakeShadowMask.g / 2,
bakeLightingData.bakeShadowMask.g / 2 + bakeLightingData.bakeShadowMask.b / 2,
bakeLightingData.bakeShadowMask.b / 2 + bakeLightingData.bakeShadowMask.a / 2
);
specularLighting = float3(0, 0, 0);
#endif
break ;
}
}
else if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)

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