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Removed obsolete line from shadow.hlsl file.

Replaced tabs with spaces.
/main
uygar 7 年前
当前提交
7f956895
共有 2 个文件被更改,包括 2 次插入3 次删除
  1. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  2. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/Shadow.hlsl

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


#endif
public override void RenderShadows( ScriptableRenderContext renderContext, CullResults cullResults )
{
{
#if (SHADOWS_ENABLED)
// kick off the shadow jobs here
m_ShadowMgr.RenderShadows( m_frameId, renderContext, cullResults, cullResults.visibleLights );

Utilities.SetKeyword(m_DeferredAllMaterialMRT, "LIGHTING_DEBUG", lightDebugParameters.lightingDebugMode != LightingDebugMode.None);
Utilities.SetKeyword(m_SingleDeferredMaterialSRT, "LIGHTING_DEBUG", lightDebugParameters.lightingDebugMode != LightingDebugMode.None);
Utilities.SetKeyword(m_SingleDeferredMaterialMRT, "LIGHTING_DEBUG", lightDebugParameters.lightingDebugMode != LightingDebugMode.None);
}
}
public override void RenderDeferredLighting(HDCamera hdCamera, ScriptableRenderContext renderContext,
LightingDebugParameters lightDebugParameters,

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Shadow/Shadow.hlsl


// TODO: Remove this once we've moved over to the new system. Also delete the undef at the bottom again.
#define ShadowData ShadowDataExp
//#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl" // <- needed for GPULIGHTTYPE defines
#include "ShadowBase.cs.hlsl" // ShadowData definition, auto generated (don't modify)
#include "ShadowTexFetch.hlsl" // Resource sampling definitions (don't modify)

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