浏览代码

Merge pull request #662 from EvgeniiG/master

Add #define USE_DEFERRED_DIRECTIONAL_SHADOWS
/namespace
GitHub 7 年前
当前提交
6f4203ae
共有 2 个文件被更改,包括 7 次插入3 次删除
  1. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  2. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/Material.hlsl

6
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


[branch] if (lightData.shadowIndex >= 0)
{
#ifdef _SURFACE_TYPE_TRANSPARENT
shadow = GetDirectionalShadowAttenuation(lightLoopContext.shadowContext, positionWS, N, lightData.shadowIndex, L, posInput.positionSS);
#else
#ifdef USE_DEFERRED_DIRECTIONAL_SHADOWS
#else
shadow = GetDirectionalShadowAttenuation(lightLoopContext.shadowContext, positionWS, N, lightData.shadowIndex, L, posInput.positionSS);
#endif
#ifdef SHADOWS_SHADOWMASK

4
ScriptableRenderPipeline/HDRenderPipeline/Material/Material.hlsl


// - _BLENDMODE_PRESERVE_SPECULAR_LIGHTING for correct lighting when blend mode are use with a Lit material
// - _ENABLE_FOG_ON_TRANSPARENT if fog is enable on transparent surface
#ifndef _SURFACE_TYPE_TRANSPARENT
#define USE_DEFERRED_DIRECTIONAL_SHADOWS // Deferred shadows are always enabled for opaque objects
#endif
//-----------------------------------------------------------------------------
// ApplyBlendMode function
//-----------------------------------------------------------------------------

正在加载...
取消
保存