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Fix compilation errors

/main
Evgenii Golubev 6 年前
当前提交
62f2f73f
共有 4 个文件被更改,包括 22 次插入12 次删除
  1. 7
      com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitData.hlsl
  2. 7
      com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitData_Basemap.hlsl
  3. 12
      com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitSplatCommon.hlsl
  4. 8
      com.unity.render-pipelines.high-definition/HDRP/Sky/AtmosphericScattering.meta

7
com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitData.hlsl


#include "CoreRP/ShaderLibrary/Sampling/SampleUVMapping.hlsl"
#include "../MaterialUtilities.hlsl"
#include "TerrainLitSplatCommon.hlsl"
// We don't use emission for terrain
#define _EmissiveColor float3(0,0,0)
#define _AlbedoAffectEmissive 0

#include "../Decal/DecalUtilities.hlsl"
#include "TerrainLitSplatCommon.hlsl"
void GetSurfaceAndBuiltinData(inout FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{

#if defined(DEBUG_DISPLAY)
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, layerTexCoord.base0.uv, _BaseColorMap0, _BaseColorMap0_TexelSize, _BaseColorMap0_MipInfo, surfaceData.baseColor);
// TODO: uncomment and fix me.
surfaceData.baseColor = 1;
// surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, input.texCoord0, _BaseColorMap0, _BaseColorMap0_TexelSize, _BaseColorMap0_MipInfo, surfaceData.baseColor);
surfaceData.metallic = 0;
}
#endif

7
com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitData_Basemap.hlsl


#include "CoreRP/ShaderLibrary/Sampling/SampleUVMapping.hlsl"
#include "../MaterialUtilities.hlsl"
#include "TerrainLitSplatCommon.hlsl"
// We don't use emission for terrain
#define _EmissiveColor float3(0,0,0)
#define _AlbedoAffectEmissive 0

#include "../Decal/DecalUtilities.hlsl"
#include "TerrainLitSplatCommon.hlsl"
void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{

#if defined(DEBUG_DISPLAY)
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, layerTexCoord.base0.uv, _BaseColorMap0, _BaseColorMap0_TexelSize, _BaseColorMap0_MipInfo, surfaceData.baseColor);
// TODO: uncomment and fix me.
surfaceData.baseColor = 1;
// surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, input.texCoord0, _BaseColorMap0, _BaseColorMap0_TexelSize, _BaseColorMap0_MipInfo, surfaceData.baseColor);
surfaceData.metallic = 0;
}
#endif

12
com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitSplatCommon.hlsl


#include "TerrainLitDataMeshModification.hlsl"
#endif
// Declare distortion variables just to make the code compile with the Debug Menu.
// See LitBuiltinData.hlsl:73.
TEXTURE2D(_DistortionVectorMap);
SAMPLER(sampler_DistortionVectorMap);
float _DistortionScale;
float _DistortionVectorScale;
float _DistortionVectorBias;
float _DistortionBlurScale;
float _DistortionBlurRemapMin;
float _DistortionBlurRemapMax;
float GetSumHeight(float4 heights0, float4 heights1)
{
float sumHeight = heights0.x;

8
com.unity.render-pipelines.high-definition/HDRP/Sky/AtmosphericScattering.meta


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