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Fix SampleEnv warning in deferred.compute

/main
sebastienlagarde 7 年前
当前提交
78ef1fc7
共有 1 个文件被更改,包括 10 次插入10 次删除
  1. 20
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoopDef.hlsl

20
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoopDef.hlsl


uint cacheType = index & 1;
index = index >> 1;
float4 color = float4(0.0, 0.0, 0.0, 1.0);
// This code will be inlined as lightLoopContext is hardcoded in the light loop
if (lightLoopContext.sampleReflection == SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES)
{

ndc *= rcp(ndc.w);
ndc.xy = ndc.xy * 0.5 + 0.5;
float4 color = SAMPLE_TEXTURE2D_ARRAY_LOD(_Env2DTextures, s_trilinear_clamp_sampler, ndc.xy, index, 0);
color.a = any(ndc.xyz < 0) || any(ndc.xyz > 1) ? 0 : 1;
color.rgb = SAMPLE_TEXTURE2D_ARRAY_LOD(_Env2DTextures, s_trilinear_clamp_sampler, ndc.xy, index, 0).rgb;
color.a = any(ndc.xyz < 0) || any(ndc.xyz > 1) ? 0.0 : 1.0;
return float4(ndc.xy, 0, color.a);
color = float4(ndc.xy, 0, color.a);
return color;
float4 color = SAMPLE_TEXTURECUBE_ARRAY_LOD_ABSTRACT(_EnvCubemapTextures, s_trilinear_clamp_sampler, texCoord, index, lod);
color.a = 1;
color.rgb = SAMPLE_TEXTURECUBE_ARRAY_LOD_ABSTRACT(_EnvCubemapTextures, s_trilinear_clamp_sampler, texCoord, index, lod).rgb;
return float4(texCoord.xyz * 0.5 + 0.5, color.a);
color = float4(texCoord.xyz * 0.5 + 0.5, color.a);
return color;
return float4(0, 0, 0, 0);
return SampleSkyTexture(texCoord, lod);
color.rgb = SampleSkyTexture(texCoord, lod).rgb;
return color;
}
//-----------------------------------------------------------------------------

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