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Fix merge.

/main
Yao Xiaoling 6 年前
当前提交
665cb283
共有 4 个文件被更改,包括 8 次插入6 次删除
  1. 3
      com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDEditorUtils.cs
  2. 3
      com.unity.render-pipelines.high-definition/HDRP/Editor/Upgraders/UpgradeMenuItem.cs
  3. 4
      com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitData.hlsl
  4. 4
      com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitData_Basemap.hlsl

3
com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDEditorUtils.cs


{ "HDRenderPipeline/Lit", LitGUI.SetupMaterialKeywordsAndPass },
{ "HDRenderPipeline/LitTessellation", LitGUI.SetupMaterialKeywordsAndPass },
{ "HDRenderPipeline/Unlit", UnlitGUI.SetupMaterialKeywordsAndPass },
{ "HDRenderPipeline/Decal", DecalUI.SetupMaterialKeywordsAndPass }
{ "HDRenderPipeline/Decal", DecalUI.SetupMaterialKeywordsAndPass },
{ "HDRenderPipeline/TerrainLit", TerrainLitGUI.SetupMaterialKeywordsAndPass }
};
public static string GetHDRenderPipelinePath()

3
com.unity.render-pipelines.high-definition/HDRP/Editor/Upgraders/UpgradeMenuItem.cs


mat.shader.name == "HDRenderPipeline/LayeredLitTessellation" ||
mat.shader.name == "HDRenderPipeline/StackLit" ||
mat.shader.name == "HDRenderPipeline/Unlit" ||
mat.shader.name == "HDRenderPipeline/Decal"
mat.shader.name == "HDRenderPipeline/Decal" ||
mat.shader.name == "HDRenderPipeline/TerrainLit"
)
{
// We don't handle embed material as we can't rewrite fbx files

4
com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitData.hlsl


surfaceData.atDistance = 1000000.0;
surfaceData.transmittanceMask = 0.0;
GetNormalWS(input, V, normalTS, surfaceData.normalWS);
GetNormalWS(input, normalTS, surfaceData.normalWS);
float3 bentNormalWS = surfaceData.normalWS;
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.

}
#endif
GetBuiltinData(input, surfaceData, 1, bentNormalWS, 0, builtinData);
GetBuiltinData(input, V, posInput, surfaceData, 1, bentNormalWS, 0, builtinData);
}

4
com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitData_Basemap.hlsl


float3 normalTS = float3(0.0, 0.0, 1.0);
#endif
GetNormalWS(input, V, normalTS, surfaceData.normalWS);
GetNormalWS(input, normalTS, surfaceData.normalWS);
float3 bentNormalWS = surfaceData.normalWS;
if (surfaceData.ambientOcclusion != 1.0f)

}
#endif
GetBuiltinData(input, surfaceData, 1, bentNormalWS, 0, builtinData);
GetBuiltinData(input, V, posInput, surfaceData, 1, bentNormalWS, 0, builtinData);
}
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