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HDRenderLoop: Fix compil error

/main
Sebastien Lagarde 8 年前
当前提交
86a99676
共有 6 个文件被更改,包括 23 次插入14 次删除
  1. 5
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitCommon.hlsl
  2. 6
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitDefault.shader
  3. 5
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitDefault.shader
  4. 10
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl
  5. 2
      Assets/ScriptableRenderLoop/ShaderLibrary/Packing.hlsl
  6. 9
      Assets/ScriptableRenderLoop/fptl/SortingComputeUtils.hlsl.meta

5
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitCommon.hlsl


{
switch (paramId)
{
case DEBUGVIEW_VARYING_DEPTH:
// TODO: provide a customize parameter (like a slider)
float linearDepth = frac(LinearEyeDepth(input.positionCS.z, _ZBufferParams) * 0.1);
result = linearDepth.xxx;
break;
case DEBUGVIEW_VARYING_TEXCOORD0:
// TODO: require a remap
result = float3(input.texCoord0, 0.0);

6
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitDefault.shader


#pragma shader_feature _HEIGHTMAP
#pragma shader_feature _HEIGHTMAP_AS_DISPLACEMENT
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
//-------------------------------------------------------------------------------------
// Define

5
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitDefault.shader


{
switch (paramId)
{
case DEBUGVIEW_VARYING_DEPTH:
// TODO: provide a customize parameter (like a slider)
float linearDepth = frac(LinearEyeDepth(input.positionCS.z, _ZBufferParams) * 0.1);
result = linearDepth.xxx;
break;
case DEBUGVIEW_VARYING_TEXCOORD0:
result = float3(input.texCoord0 * 0.5 + 0.5, 0.0);
break;

10
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl


CBUFFER_END
// Main lightmap
UNITY_DECLARE_TEX2D_HALF(unity_Lightmap);
// Dual or directional lightmap (always used with unity_Lightmap, so can share sampler)
UNITY_DECLARE_TEX2D_NOSAMPLER_HALF(unity_LightmapInd);
// Dynamic GI lightmap
UNITY_DECLARE_TEX2D(unity_DynamicLightmap);
UNITY_DECLARE_TEX2D_NOSAMPLER(unity_DynamicDirectionality);
UNITY_DECLARE_TEX2D_NOSAMPLER(unity_DynamicNormal);
CBUFFER_START(UnityLightmaps)
float4 unity_LightmapST;
float4 unity_DynamicLightmapST;

2
Assets/ScriptableRenderLoop/ShaderLibrary/Packing.hlsl


// return float between [-1, 1]
float2 PackNormalOctEncode(float3 n)
{
float l1norm = abs(n.x) + abs(n.y) + abs(n.z);
float l1norm = dot(abs(n), 1.0);
float2 res0 = n.xy * (1.0 / l1norm);
float2 val = 1.0 - abs(res0.yx);

9
Assets/ScriptableRenderLoop/fptl/SortingComputeUtils.hlsl.meta


fileFormatVersion: 2
guid: 5c0b30845c471c449967253c8cdf5bc2
timeCreated: 1477583748
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
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