浏览代码

HDRenderPipeline: make the shader compile

/main
sebastienlagarde 8 年前
当前提交
8143ee71
共有 5 个文件被更改,包括 23 次插入7 次删除
  1. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitDepthPass.hlsl
  2. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitDistortionPass.hlsl
  3. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitSharePass.hlsl
  4. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitVelocityPass.hlsl
  5. 14
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Tesselation/TesselationShare.hlsl

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitDepthPass.hlsl


output.normalOS = input.normalOS;
output.tangentOS = input.tangentOS;
#endif
return output;
}
Attributes AttributesTesselationToAttributes(AttributesTesselation input)

output.normalOS = input.normalOS;
output.tangentOS = input.tangentOS;
#endif
return output;
}
AttributesTesselation InterpolateWithBary(AttributesTesselation input0, AttributesTesselation input1, AttributesTesselation input2, float3 baryWeight)

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitDistortionPass.hlsl


output.normalOS = input.normalOS;
output.tangentOS = input.tangentOS;
#endif
return output;
}
Attributes AttributesTesselationToAttributes(AttributesTesselation input)

output.normalOS = input.normalOS;
output.tangentOS = input.tangentOS;
#endif
return output;
}
AttributesTesselation InterpolateWithBary(AttributesTesselation input0, AttributesTesselation input1, AttributesTesselation input2, float3 baryWeight)

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitSharePass.hlsl


#endif
output.tangentOS = input.tangentOS;
output.color = input.color;
return output;
}
Attributes AttributesTesselationToAttributes(AttributesTesselation input)

#endif
output.tangentOS = input.tangentOS;
output.color = input.color;
return output;
}
AttributesTesselation InterpolateWithBary(AttributesTesselation input0, AttributesTesselation input1, AttributesTesselation input2, float3 baryWeight)

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitVelocityPass.hlsl


// output.normalOS = input.normalOS;
output.tangentOS = input.tangentOS;
#endif
return output;
}
Attributes AttributesTesselationToAttributes(AttributesTesselation input)

// output.normalOS = input.normalOS;
output.tangentOS = input.tangentOS;
#endif
return output;
}
AttributesTesselation InterpolateWithBary(AttributesTesselation input0, AttributesTesselation input1, AttributesTesselation input2, float3 baryWeight)

14
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Tesselation/TesselationShare.hlsl


return ouput;
}
// add [maxtessfactor(15)] ?
[UNITY_domain("tri")]
[UNITY_partitioning("fractional_odd")]
[UNITY_outputtopology("triangle_cw")]
[UNITY_patchconstantfunc("HullConstant")]
[UNITY_outputcontrolpoints(3)]
[maxtessfactor(15.0)] // AMD recommand this value for GCN http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2013/05/GCNPerformanceTweets.pdf
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("HullConstant")]
[outputcontrolpoints(3)]
[UNITY_domain("tri")]
[domain("tri")]
PackedVaryings Domain(TessellationFactors tessFactors, const OutputPatch<AttributesTesselation, 3> input, float3 baryWeight : SV_DomainLocation)
{
Attributes params = InterpolateWithBary(input[0], input[1], input[2], baryWeight);

正在加载...
取消
保存