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Removed unnecessary .orig files again.

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uygar 7 年前
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641b5198
共有 2 个文件被更改,包括 0 次插入102 次删除
  1. 94
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowBase.cs.hlsl.orig
  2. 8
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowBase.cs.hlsl.orig.meta

94
Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowBase.cs.hlsl.orig


//
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowBase.cs. Please don't edit by hand.
//
#ifndef SHADOWBASE_CS_HLSL
#define SHADOWBASE_CS_HLSL
//
// UnityEngine.Experimental.Rendering.HDPipeline.GPUShadowType: static fields
//
#define GPUSHADOWTYPE_POINT (0)
#define GPUSHADOWTYPE_SPOT (1)
#define GPUSHADOWTYPE_DIRECTIONAL (2)
#define GPUSHADOWTYPE_MAX (3)
#define GPUSHADOWTYPE_UNKNOWN (3)
#define GPUSHADOWTYPE_ALL (3)
//
<<<<<<< HEAD
// UnityEngine.Experimental.Rendering.HDPipeline.GPUShadowAlgorithm: static fields
//
#define GPUSHADOWALGORITHM_PCF_1TAP (0)
#define GPUSHADOWALGORITHM_PCF_9TAP (1)
#define GPUSHADOWALGORITHM_VSM (8)
#define GPUSHADOWALGORITHM_EVSM_2 (16)
#define GPUSHADOWALGORITHM_EVSM_4 (17)
#define GPUSHADOWALGORITHM_MSM_HAM (24)
#define GPUSHADOWALGORITHM_MSM_HAUS (25)
#define GPUSHADOWALGORITHM_CUSTOM (256)
=======
// UnityEngine.Experimental.Rendering.HDPipeline.GPUShadowSampling: static fields
//
#define GPUSHADOWSAMPLING_PCF_1TAP (0)
#define GPUSHADOWSAMPLING_PCF_9TAPS_ADAPTIVE (1)
#define GPUSHADOWSAMPLING_VSM_1TAP (2)
#define GPUSHADOWSAMPLING_MSM_1TAP (3)
>>>>>>> master
// Generated from UnityEngine.Experimental.Rendering.HDPipeline.ShadowExp.ShadowData
// PackingRules = Exact
struct ShadowData
{
float4x4 worldToShadow;
float4 scaleOffset;
float2 texelSizeRcp;
uint id;
uint shadowType;
uint payloadOffset;
int lightType;
float bias;
float normalBias;
};
//
// Accessors for UnityEngine.Experimental.Rendering.HDPipeline.ShadowExp.ShadowData
//
float4x4 GetWorldToShadow(ShadowData value)
{
return value.worldToShadow;
}
float4 GetScaleOffset(ShadowData value)
{
return value.scaleOffset;
}
float2 GetTexelSizeRcp(ShadowData value)
{
return value.texelSizeRcp;
}
uint GetId(ShadowData value)
{
return value.id;
}
uint GetShadowType(ShadowData value)
{
return value.shadowType;
}
uint GetPayloadOffset(ShadowData value)
{
return value.payloadOffset;
}
int GetLightType(ShadowData value)
{
return value.lightType;
}
float GetBias(ShadowData value)
{
return value.bias;
}
float GetNormalBias(ShadowData value)
{
return value.normalBias;
}
#endif

8
Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/ShadowBase.cs.hlsl.orig.meta


fileFormatVersion: 2
guid: 84fb1d4060005f846a843b1c1bf1d48d
timeCreated: 1490622303
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:
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