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update

/stochastic_alpha_test
sebastienlagarde 7 年前
当前提交
66a7d8bd
共有 5 个文件被更改,包括 11 次插入2 次删除
  1. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Eye/Eye.shader
  3. 1
      ScriptableRenderPipeline/HDRenderPipeline/Material/Fabric/Fabric.shader
  4. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Hair/Hair.shader
  5. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/LightEvaluationShare2.hlsl

4
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


m_LightLoop.RenderForward(camera, cmd, true);
RenderOpaqueRenderList(cullResults, camera, renderContext, cmd, passName, Utilities.kRendererConfigurationBakedLighting);
RenderOpaqueRenderList(cullResults, camera, renderContext, cmd, new ShaderPassName(passName), Utilities.kRendererConfigurationBakedLighting);
}
}

using (new Utilities.ProfilingSample("Forward transparent depth", cmd))
{
Utilities.SetRenderTarget(cmd, m_CameraDepthStencilBufferRT);
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, passName);
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, new ShaderPassName(passName));
}
}
// YIBING END

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Eye/Eye.shader


#pragma shader_feature _THICKNESSMAP
#pragma shader_feature _SPECULARCOLORMAP
#pragma shader_feature _VERTEX_WIND
#pragma shader_feature _ _BLENDMODE_LERP _BLENDMODE_ADD _BLENDMODE_SOFT_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED

1
ScriptableRenderPipeline/HDRenderPipeline/Material/Fabric/Fabric.shader


#pragma shader_feature _VERTEX_WIND
#pragma shader_feature _FABRIC_SILK //Swap Fabric BRDFS
#pragma shader_feature _ _BLENDMODE_LERP _BLENDMODE_ADD _BLENDMODE_SOFT_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Hair/Hair.shader


#pragma shader_feature _DETAIL_MAP
#pragma shader_feature _VERTEX_WIND
#pragma shader_feature _ _BLENDMODE_LERP _BLENDMODE_ADD _BLENDMODE_SOFT_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
// Can we force a shader to not support lightmap ?
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED

4
ScriptableRenderPipeline/HDRenderPipeline/Material/LightEvaluationShare2.hlsl


[branch] if (lightData.shadowIndex >= 0)
{
#ifdef SURFACE_TYPE_TRANSPARENT
#else
shadow = LOAD_TEXTURE2D(_DeferredShadowTexture, posInput.unPositionSS).x;
#endif
illuminance *= shadow;
}

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