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HDRenderPipeline: Fixx issue with tessellation (Shadow, depthonly, distortion)

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Sebastien Lagarde 8 年前
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6a2f84cb
共有 3 个文件被更改,包括 3 次插入3 次删除
  1. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitDepthPass.hlsl
  2. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitDistortionPass.hlsl
  3. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitVelocityPass.hlsl

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitDepthPass.hlsl


#endif
// Attributes
#define REQUIRE_UV_FOR_TESSELATION (defined(TESSELLATION_ON) && (defined(_TESSELATION_DISPLACEMENT) || defined(_TESSELATION_DISPLACEMENT_PHONG)))
#define REQUIRE_UV_FOR_TESSELATION (defined(TESSELLATION_ON) && (defined(_TESSELLATION_DISPLACEMENT) || defined(_TESSELLATION_DISPLACEMENT_PHONG)))
#define REQUIRE_TANGENT_TO_WORLD (defined(_HEIGHTMAP) && defined(_PER_PIXEL_DISPLACEMENT))
// This first set of define allow to say which attributes will be use by the mesh in the vertex and domain shader (for tesselation)

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitDistortionPass.hlsl


#endif
// Attributes
#define REQUIRE_UV_FOR_TESSELATION (defined(TESSELLATION_ON) && (defined(_TESSELATION_DISPLACEMENT) || defined(_TESSELATION_DISPLACEMENT_PHONG)))
#define REQUIRE_UV_FOR_TESSELATION (defined(TESSELLATION_ON) && (defined(_TESSELLATION_DISPLACEMENT) || defined(_TESSELLATION_DISPLACEMENT_PHONG)))
#define REQUIRE_TANGENT_TO_WORLD (defined(_HEIGHTMAP) && defined(_PER_PIXEL_DISPLACEMENT))
// This first set of define allow to say which attributes will be use by the mesh in the vertex and domain shader (for tesselation)

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitVelocityPass.hlsl


// conflict with the normal in the semantic. This need to be fix! Also no per pixel displacement is possible either.
// Attributes
#define REQUIRE_UV_FOR_TESSELATION (defined(TESSELLATION_ON) && (defined(_TESSELATION_DISPLACEMENT) || defined(_TESSELATION_DISPLACEMENT_PHONG)))
#define REQUIRE_UV_FOR_TESSELATION (defined(TESSELLATION_ON) && (defined(_TESSELLATION_DISPLACEMENT) || defined(_TESSELLATION_DISPLACEMENT_PHONG)))
#define REQUIRE_TANGENT_TO_WORLD 0 /* (defined(_HEIGHTMAP) && defined(_PER_PIXEL_DISPLACEMENT)) */
// This first set of define allow to say which attributes will be use by the mesh in the vertex and domain shader (for tesselation)

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