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Fix meta pass for layered shader when it needed the vertex color.

/Branch_Batching2
Julien Ignace 8 年前
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5b8bfa0c
共有 2 个文件被更改,包括 12 次插入0 次删除
  1. 8
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitMetaPass.hlsl
  2. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl

8
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitMetaPass.hlsl


#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#if defined(LAYERED_LIT_SHADER) && (defined(_LAYER_MASK_VERTEX_COLOR_MUL) || defined(_LAYER_MASK_VERTEX_COLOR_ADD))
#define ATTRIBUTES_NEED_COLOR
#endif
#if defined(LAYERED_LIT_SHADER) && (defined(_LAYER_MASK_VERTEX_COLOR_MUL) || defined(_LAYER_MASK_VERTEX_COLOR_ADD))
#define VARYINGS_NEED_COLOR
#endif
// This include will define the various Attributes/Varyings structure
#include "../../ShaderPass/VaryingMesh.hlsl"

4
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl


output.vmesh.texCoord0 = inputMesh.uv0;
output.vmesh.texCoord1 = inputMesh.uv1;
#if defined(VARYINGS_NEED_COLOR)
output.vmesh.color = inputMesh.color;
#endif
return PackVaryingsToPS(output);
}

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