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Remove `sampler_SkyTexture` and `sampler_MainTex`

/namespace
Evgenii Golubev 7 年前
当前提交
68313a0e
共有 4 个文件被更改,包括 7 次插入6 次删除
  1. 1
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/builddispatchindirect.compute
  2. 1
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/materialflags.compute
  3. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/GGXConvolve.shader
  4. 5
      ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyVariables.hlsl

1
ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/builddispatchindirect.compute


#include "ShaderLibrary/Common.hlsl"
#include "LightLoop.cs.hlsl"
#include "../../ShaderVariables.hlsl"
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
#include "../../Material/Material.hlsl" // This includes Material.hlsl

1
ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/materialflags.compute


#include "ShaderBase.hlsl"
#include "LightLoop.cs.hlsl"
#include "../../ShaderVariables.hlsl"
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
#include "../../Material/Material.hlsl" // This includes Material.hlsl
#include "../../Lighting/LightDefinition.cs.hlsl"

6
ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/GGXConvolve.shader


#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "GGXConvolution.cs.hlsl"
#include "../../ShaderVariables.hlsl"
SAMPLER(sampler_MainTex);
TEXTURE2D_FLOAT(_GgxIblSamples);

uint sampleCount = GetIBLRuntimeFilterSampleCount(_Level);
#ifdef USE_MIS
float4 val = IntegrateLD_MIS(TEXTURECUBE_PARAM(_MainTex, sampler_MainTex),
float4 val = IntegrateLD_MIS(TEXTURECUBE_PARAM(_MainTex, s_trilinear_clamp_sampler),
_MarginalRowDensities, _ConditionalDensities,
V, N,
roughness,

1024,
false);
#else
float4 val = IntegrateLD(TEXTURECUBE_PARAM(_MainTex, sampler_MainTex),
float4 val = IntegrateLD(TEXTURECUBE_PARAM(_MainTex, s_trilinear_clamp_sampler),
_GgxIblSamples,
V, N,
roughness,

5
ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyVariables.hlsl


#define UNITY_SKY_VARIABLES_INCLUDED
TEXTURECUBE(_SkyTexture);
SAMPLER(sampler_SkyTexture); // NOTE: Sampler could be share here with _EnvTextures. Don't know if the shader compiler will complain...
CBUFFER_START(SkyParameters)
float _SkyTextureMipCount;

{
return SAMPLE_TEXTURECUBE(_SkyTexture, sampler_SkyTexture, texCoord);
return SAMPLE_TEXTURECUBE(_SkyTexture, s_trilinear_clamp_sampler, texCoord);
return SAMPLE_TEXTURECUBE_LOD(_SkyTexture, sampler_SkyTexture, texCoord, lod);
return SAMPLE_TEXTURECUBE_LOD(_SkyTexture, s_trilinear_clamp_sampler, texCoord, lod);
}
#endif
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