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Merge branch 'master' into hdrp/material-upgrader

/main
Remy 6 年前
当前提交
5cc111b3
共有 2 个文件被更改,包括 5 次插入2 次删除
  1. 5
      com.unity.render-pipelines.high-definition/HDRP/Editor/AssetProcessors/NormalMapAverageLengthTexturePostprocessor.cs
  2. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.hlsl

5
com.unity.render-pipelines.high-definition/HDRP/Editor/AssetProcessors/NormalMapAverageLengthTexturePostprocessor.cs


using System;
using UnityEditor;
using UnityEngine;
using System.IO;
public class NormalMapAverageLengthTexturePostprocessor : AssetPostprocessor
{

void OnPreprocessTexture()
{
// Any texture with _NA suffix will store average normal lenght in alpha
if (assetPath.IndexOf(s_Suffix, StringComparison.InvariantCultureIgnoreCase) != -1)
if (Path.GetFileNameWithoutExtension(assetPath).EndsWith(s_Suffix, StringComparison.InvariantCultureIgnoreCase))
{
// Make sure we don't convert as a normal map.
TextureImporter textureImporter = (TextureImporter)assetImporter;

void OnPostprocessTexture(Texture2D texture)
{
if (assetPath.IndexOf(s_Suffix, StringComparison.InvariantCultureIgnoreCase) != -1)
if (Path.GetFileNameWithoutExtension(assetPath).EndsWith(s_Suffix, StringComparison.InvariantCultureIgnoreCase))
{
// Based on The Order : 1886 SIGGRAPH course notes implementation. Sample all normal map
// texels from the base mip level that are within the footprint of the current mipmap texel.

2
com.unity.render-pipelines.high-definition/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.hlsl


#include "../DiffusionProfile/DiffusionProfileSettings.cs.hlsl"
#include "../DiffusionProfile/DiffusionProfile.hlsl"
// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
CBUFFER_START(UnitySSSAndTransmissionParameters)
// Warning: Unity is not able to losslessly transfer integers larger than 2^24 to the shader system.

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