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Fix typo

/main
Peter Bay Bastian 7 年前
当前提交
5d2c7e65
共有 2 个文件被更改,包括 4 次插入4 次删除
  1. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/AbstractMaterialGraph.cs
  2. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/SubGraph/LayeredShaderGraph.cs

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/AbstractMaterialGraph.cs


base.OnAfterDeserialize();
}
protected static ShaderGraphRequirements GetRequierments(AbstractMaterialNode nodeForRequirements)
protected static ShaderGraphRequirements GetRequirements(AbstractMaterialNode nodeForRequirements)
{
if (nodeForRequirements == null)
return ShaderGraphRequirements.none;

surfaceInputs.AddShaderChunk("struct SurfaceInputs{", false);
surfaceInputs.Indent();
var requirements = GetRequierments(node);
var requirements = GetRequirements(node);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresNormal, InterpolatorType.Normal, surfaceInputs);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresTangent, InterpolatorType.Tangent, surfaceInputs);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresBitangent, InterpolatorType.BiTangent, surfaceInputs);

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/SubGraph/LayeredShaderGraph.cs


var requirements = ShaderGraphRequirements.none;
foreach (var layer in layerMap)
requirements = requirements.Union(GetRequierments(layer.Value.masterNode as AbstractMaterialNode));
requirements = requirements.Union(GetRequirements(layer.Value.masterNode as AbstractMaterialNode));
requirements = requirements.Union(GetRequierments(outputNode));
requirements = requirements.Union(GetRequirements(outputNode));
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresNormal, InterpolatorType.Normal, surfaceInputs);
ShaderGenerator.GenerateSpaceTranslationSurfaceInputs(requirements.requiresTangent, InterpolatorType.Tangent, surfaceInputs);

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