浏览代码

Move around some #includes

/shader-library-include-paths
Peter Bay Bastian 7 年前
当前提交
6c1fb4e6
共有 1 个文件被更改,包括 4 次插入5 次删除
  1. 9
      ScriptableRenderPipeline/Core/ShaderLibrary/Shadow/Shadow.hlsl

9
ScriptableRenderPipeline/Core/ShaderLibrary/Shadow/Shadow.hlsl


shadowType = packedShadowType >> 10;
}
// shadow sampling prototypes
float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float4 L );
float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float4 L, float2 unPositionSS );

float GetDirectionalShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float3 L, float2 unPositionSS );
#include "ShadowSampling.hlsl" // sampling patterns (don't modify)
#include "ShadowAlgorithms.hlsl" // engine default algorithms (don't modify)
#include "ShadowAlgorithmsCustom.hlsl" // project specific custom algorithms (project can modify this)
#ifndef SHADOW_DISPATCH_USE_CUSTOM_PUNCTUAL
float GetPunctualShadowAttenuation( ShadowContext shadowContext, float3 positionWS, float3 normalWS, int shadowDataIndex, float4 L )

return GetDirectionalShadowAttenuation( shadowContext, positionWS, normalWS, shadowDataIndex, L );
}
#endif
#include "ShadowSampling.hlsl" // sampling patterns (don't modify)
#include "ShadowAlgorithms.hlsl" // engine default algorithms (don't modify)
#include "ShadowAlgorithmsCustom.hlsl" // project specific custom algorithms (project can modify this)
#endif // SHADOW_HLSL
正在加载...
取消
保存