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Fixed UV2 for legacy layered shader.

/RenderPassXR_Sandbox
Julien Ignace 8 年前
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7beb4d48
共有 2 个文件被更改,包括 7 次插入7 次删除
  1. 10
      Assets/LegacyLayered/UnityLayeredPhotogrammetryCore.cginc
  2. 4
      Assets/LegacyLayered/UnityLayeredPhotogrammetryInput.cginc

10
Assets/LegacyLayered/UnityLayeredPhotogrammetryCore.cginc


// BEGIN LAYERED_PHOTOGRAMMETRY
#define FRAGMENT_SETUP(x) FragmentCommonData x = \
FragmentSetupLayeredPhotogrammetry(i.pos, i.tex, float4(i.ambientOrLightmapUV.xy, i.texUV3), i.color, i.eyeVec, i.tangentToWorldAndPackedData, IN_WORLDPOS(i));
FragmentSetupLayeredPhotogrammetry(i.pos, i.tex, float4(i.ambientOrLightmapUV.zw, i.texUV3), i.color, i.eyeVec, i.tangentToWorldAndPackedData, IN_WORLDPOS(i));
// JIG CHECK
#define FRAGMENT_SETUP_FWDADD(x) FragmentCommonData x = \

ambientOrLightmapUV.rgb = ShadeSHPerVertex (normalWorld, ambientOrLightmapUV.rgb);
#endif
#ifdef DYNAMICLIGHTMAP_ON
//#ifdef DYNAMICLIGHTMAP_ON
#endif
//#endif
return ambientOrLightmapUV;
}

#elif UNITY_SHOULD_SAMPLE_SH
o.ambientOrLightmapUV.rgb = ShadeSHPerVertex (normalWorld, o.ambientOrLightmapUV.rgb);
#endif
#ifdef DYNAMICLIGHTMAP_ON
//#ifdef DYNAMICLIGHTMAP_ON
#endif
//#endif
#ifdef _PARALLAXMAP
TANGENT_SPACE_ROTATION;

4
Assets/LegacyLayered/UnityLayeredPhotogrammetryInput.cginc


half3 normal : NORMAL;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
#if defined(DYNAMICLIGHTMAP_ON) || defined(UNITY_PASS_META)
//#if defined(DYNAMICLIGHTMAP_ON) || defined(UNITY_PASS_META)
#endif
//#endif
// BEGIN LAYERED_PHOTOGRAMMETRY
half4 color : COLOR;

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