浏览代码

HDRenderPipeline: Complete previous submit (github error)

/Branch_batcher
sebastienlagarde 7 年前
当前提交
79156ff3
共有 7 个文件被更改,包括 12 次插入0 次删除
  1. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  2. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  3. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  4. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  5. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader
  6. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/FragInputs.hlsl
  7. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


#define DEBUG_DISPLAY
#define SHADERPASS SHADERPASS_GBUFFER
#include "../../Debug/DebugDisplay.hlsl"
#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "../Lit/LitData.hlsl"

#define DEBUG_DISPLAY
#define SHADERPASS SHADERPASS_FORWARD
#include "../../Debug/DebugDisplay.hlsl"
#include "../../Lighting/Forward.hlsl"
// TEMP until pragma work in include
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


#define DEBUG_DISPLAY
#define SHADERPASS SHADERPASS_GBUFFER
#include "../../Debug/DebugDisplay.hlsl"
#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "../Lit/LitData.hlsl"

#define DEBUG_DISPLAY
#define SHADERPASS SHADERPASS_FORWARD
#include "../../Debug/DebugDisplay.hlsl"
#include "../../Lighting/Forward.hlsl"
// TEMP until pragma work in include
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


#define DEBUG_DISPLAY
#define SHADERPASS SHADERPASS_GBUFFER
#include "../../Debug/DebugDisplay.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"

#define DEBUG_DISPLAY
#define SHADERPASS SHADERPASS_FORWARD
#include "../../Debug/DebugDisplay.hlsl"
#include "../../Lighting/Forward.hlsl"
// TEMP until pragma work in include
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


#define DEBUG_DISPLAY
#define SHADERPASS SHADERPASS_GBUFFER
#include "../../Debug/DebugDisplay.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"

#define DEBUG_DISPLAY
#define SHADERPASS SHADERPASS_FORWARD
#include "../../Debug/DebugDisplay.hlsl"
#include "../../Lighting/Forward.hlsl"
// TEMP until pragma work in include
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader


#define DEBUG_DISPLAY
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#include "../../Debug/DebugDisplay.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/UnlitSharePass.hlsl"
#include "UnlitData.hlsl"

HLSLPROGRAM
#define SHADERPASS SHADERPASS_FORWARD_UNLIT
#include "../../Debug/DebugDisplay.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/UnlitSharePass.hlsl"
#include "UnlitData.hlsl"

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/FragInputs.hlsl


// This structure gather all possible varying/interpolator for this shader.
//-------------------------------------------------------------------------------------
#include "../Debug/DebugDisplay.cs.hlsl"
struct FragInputs
{

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl


#endif
#ifdef DEBUG_DISPLAY
if (_DebugDisplayMode == DEBUGDISPLAYMODE_VIEW_MATERIAL)
{
float3 result = float3(1.0, 0.0, 1.0);
bool needLinearToSRGB = false;

正在加载...
取消
保存