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Fixed implicit cast in shadowpass.

/2018.1
Felipe Lira 6 年前
当前提交
875a1a22
共有 1 个文件被更改,包括 2 次插入2 次删除
  1. 4
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassShadow.hlsl

4
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassShadow.hlsl


{
LightweightVertexOutput o = LitPassVertex(v);
float invNdotL = 1.0 - saturate(dot(_LightDirection, o.normal));
float invNdotL = 1.0 - saturate(dot(_LightDirection, o.normal.xyz));
o.posWSShininess.xyz = o.normal * scale.xxx + o.posWSShininess.xyz;
o.posWSShininess.xyz = o.normal.xyz * scale.xxx + o.posWSShininess.xyz;
float4 clipPos = TransformWorldToHClip(o.posWSShininess.xyz);
// _ShadowBias.x sign depens on if platform has reversed z buffer

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