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HDRenderPipeline: Fix fog after merge issue

/Yibing-Project-2
Sebastien Lagarde 7 年前
当前提交
7bd23e07
共有 2 个文件被更改,包括 3 次插入1 次删除
  1. 1
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl
  2. 3
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl

1
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl


LightLoop(V, posInput, preLightData, bsdfData, bakeDiffuseLighting, featureFlags, diffuseLighting, specularLighting);
outColor = ApplyBlendModeAccurateLighting(diffuseLighting, specularLighting, builtinData.opacity);
outColor = EvaluateAtmosphericScattering(posInput, outColor);
}
#ifdef _DEPTHOFFSET_ON

3
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl


BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
// TODO: we must not access bsdfData here, it break the genericity of the code!
float4 outColor = EvaluateAtmosphericScattering(posInput, float4(bsdfData.color + builtinData.emissiveColor, builtinData.opacity));
float4 outColor = float4(bsdfData.color + builtinData.emissiveColor, builtinData.opacity);
outColor = EvaluateAtmosphericScattering(posInput, outColor);
#ifdef DEBUG_DISPLAY
// Same code in ShaderPassForward.shader

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