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HDRenderLoop: Fix issue with reference mode compil

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sebastienlagarde 8 年前
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7693581b
共有 1 个文件被更改,包括 10 次插入0 次删除
  1. 10
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl

10
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl


#endif
// Reference Lambert diffuse / GGX Specular for IBL and area lights
#ifdef HAS_LIGHTLOOP // Both reference define below need to be define only if LightLoop is present, else we get a compile error
#endif
// Use Lambert diffuse instead of Disney diffuse
// #define LIT_DIFFUSE_LAMBERT_BRDF
// Use optimization of Precomputing LambdaV

// TODO: I haven't configure this sampler in the code, we should be able to do it (but Unity don't allow it for now...)
// By default Unity provide MIG_MAG_LINEAR_POINT sampler, so it fit with our need.
#ifdef LIT_DISPLAY_REFERENCE_IBL
// When reference mode is enabled, then we need to chose another sampler not related to cubemap code...
SAMPLER2D(sampler_LtcGGXMatrix);
#define SRL_BilinearSampler sampler_LtcGGXMatrix // Used for all textures
#else
#endif
// TODO: This one should be set into a constant Buffer at pass frequency (with _Screensize)
TEXTURE2D(_PreIntegratedFGD);

//-----------------------------------------------------------------------------
// Helper functions/variable specific to this material

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