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make all kernels available and slot in clustered shader

make all kernels available and slot in clustered shader to fptl assets
/main
mmikk 8 年前
当前提交
730f8f5e
共有 2 个文件被更改,包括 7 次插入4 次删除
  1. 9
      Assets/ScriptableRenderLoop/fptl/lightlistbuild-clustered.compute
  2. 2
      Assets/ScriptableRenderLoop/fptl/renderloopfptl.asset

9
Assets/ScriptableRenderLoop/fptl/lightlistbuild-clustered.compute


#pragma kernel TileLightListGen_NoDepthRT
#pragma kernel TileLightListGen_DepthRT ENABLE_DEPTH_TEXTURE_BACKPLANE
#pragma kernel TileLightListGen_DepthRT_MSAA ENABLE_DEPTH_TEXTURE_BACKPLANE MSAA_ENABLED
#pragma kernel TileLightListGen_NoDepthRT LIGHTLISTGEN=TileLightListGen_NoDepthRT
#pragma kernel TileLightListGen_DepthRT LIGHTLISTGEN=TileLightListGen_DepthRT ENABLE_DEPTH_TEXTURE_BACKPLANE
#pragma kernel TileLightListGen_DepthRT_MSAA LIGHTLISTGEN=TileLightListGen_DepthRT_MSAA ENABLE_DEPTH_TEXTURE_BACKPLANE MSAA_ENABLED
#include "..\common\ShaderBase.h"
#include "LightDefinitions.cs.hlsl"

[numthreads(NR_THREADS, 1, 1)]
void TileLightListGen(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID)
void LIGHTLISTGEN(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID)
{
uint2 tileIDX = u3GroupID.xy;
uint t=threadID;

2
Assets/ScriptableRenderLoop/fptl/renderloopfptl.asset


type: 3}
m_BuildPerTileLightListShader: {fileID: 7200000, guid: f54ef7cb596a714488693ef9cdaf63fb,
type: 3}
m_BuildPerVoxelLightListShader: {fileID: 7200000, guid: 4c2d6eb0553e2514bba3ea9a85d8c53c,
type: 3}
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