浏览代码

HDRP: Update default value of emissiveColor

/main
sebastienlagarde 7 年前
当前提交
661eacb1
共有 6 个文件被更改,包括 6 次插入6 次删除
  1. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/LayeredLit/LayeredLit.shader
  2. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
  3. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.shader
  4. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitTessellation.shader
  5. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.shader
  6. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/Unlit/Unlit.shader

2
com.unity.render-pipelines.high-definition/HDRP/Material/LayeredLit/LayeredLit.shader


[ToggleUI] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0
[HDR] _EmissiveColor("EmissiveColor", Color) = (1, 1, 1)
[HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0

2
com.unity.render-pipelines.high-definition/HDRP/Material/LayeredLit/LayeredLitTessellation.shader


[ToggleUI] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0
[HDR] _EmissiveColor("EmissiveColor", Color) = (1, 1, 1)
[HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0

2
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.shader


// These option below will cause different compilation flag.
[ToggleUI] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0
[HDR] _EmissiveColor("EmissiveColor", Color) = (1, 1, 1)
[HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0

2
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitTessellation.shader


// These option below will cause different compilation flag.
[ToggleUI] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0
[HDR] _EmissiveColor("EmissiveColor", Color) = (1, 1, 1)
[HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0

2
com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.shader


[HideInInspector] _AmbientOcclusionRange("AmbientOcclusion Range", Vector) = (0, 1, 0, 0)
[HideInInspector] _EmissiveColorMapShow("Emissive Color Map Show", Float) = 0.0
_EmissiveColor("Emissive Color", Color) = (1, 1, 1)
[HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
_EmissiveColorMap("Emissive Color Map", 2D) = "white" {}
_EmissiveColorMapUV("Emissive Color Map UV", Range(0.0, 1.0)) = 0
_EmissiveColorMapUVLocal("Emissive Color Map UV Local", Float) = 0.0

2
com.unity.render-pipelines.high-definition/HDRP/Material/Unlit/Unlit.shader


_UnlitColor("Color", Color) = (1,1,1,1)
_UnlitColorMap("ColorMap", 2D) = "white" {}
[HDR] _EmissiveColor("EmissiveColor", Color) = (1, 1, 1)
[HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {}

正在加载...
取消
保存