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Small fixes due to removal of vertex animation and transparent mode.

/main
Yao Xiaoling 7 年前
当前提交
846b792e
共有 4 个文件被更改,包括 3 次插入5 次删除
  1. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/BaseLitUI.cs
  2. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/LitUI.cs
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Unlit/BaseUnlitUI.cs
  4. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/Terrain.shader

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/BaseLitUI.cs


m_MaterialEditor.ShaderProperty(supportDBuffer, StylesBaseLit.supportDBufferText);
m_MaterialEditor.ShaderProperty(enableMotionVectorForVertexAnimation, StylesBaseUnlit.enableMotionVectorForVertexAnimationText);
if (enableMotionVectorForVertexAnimation != null)
m_MaterialEditor.ShaderProperty(enableMotionVectorForVertexAnimation, StylesBaseUnlit.enableMotionVectorForVertexAnimationText);
EditorGUI.BeginChangeCheck();
m_MaterialEditor.ShaderProperty(displacementMode, StylesBaseLit.displacementModeText);

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/LitUI.cs


}
EditorGUI.indentLevel--;
var surfaceTypeValue = (SurfaceType)surfaceType.floatValue;
if (surfaceTypeValue == SurfaceType.Transparent
&& refractionModel != null)
{

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Unlit/BaseUnlitUI.cs


enableMotionVectorForVertexAnimation = FindProperty(kEnableMotionVectorForVertexAnimation, props, false);
}
SurfaceType surfaceTypeValue
protected SurfaceType surfaceTypeValue
{
get { return surfaceType != null ? (SurfaceType)surfaceType.floatValue : defaultSurfaceType; }
}

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/Terrain.shader


[ToggleUI] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0
[ToggleUI] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0
[ToggleUI] _EnableMotionVectorForVertexAnimation("EnableMotionVectorForVertexAnimation", Float) = 0.0
_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5
_PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15
_PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5

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