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explicitly set _CameraDepthTexture precision

/Branch_Batching2
Antti Tapaninen 8 年前
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8c1ebfeb
共有 6 个文件被更改,包括 6 次插入6 次删除
  1. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader
  2. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader
  3. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/Resources/Deferred.shader
  4. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/Resources/shadeopaque.compute
  5. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader
  6. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/Resources/AtmosphericScattering.hlsl

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader


DECLARE_GBUFFER_TEXTURE(_GBufferTexture);
TEXTURE2D(_CameraDepthTexture);
TEXTURE2D_FLOAT(_CameraDepthTexture);
SAMPLER2D(sampler_CameraDepthTexture);
int _DebugViewMaterial;

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader


// variable declaration
//-------------------------------------------------------------------------------------
TEXTURE2D(_CameraDepthTexture);
TEXTURE2D_FLOAT(_CameraDepthTexture);
SAMPLER2D(sampler_CameraDepthTexture);
uint _ViewTilesFlags;

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/Resources/Deferred.shader


DECLARE_GBUFFER_TEXTURE(_GBufferTexture);
TEXTURE2D(_CameraDepthTexture);
TEXTURE2D_FLOAT(_CameraDepthTexture);
SAMPLER2D(sampler_CameraDepthTexture);
struct Attributes

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/Resources/shadeopaque.compute


DECLARE_GBUFFER_TEXTURE(_GBufferTexture);
TEXTURE2D(_CameraDepthTexture);
TEXTURE2D_FLOAT(_CameraDepthTexture);
SAMPLER2D(sampler_CameraDepthTexture);
#ifdef OUTPUT_SPLIT_LIGHTING

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader


float4 _FilterKernel[7]; // RGB = weights, A = radial distance
float _FilterRadius; // Uses world-space units
TEXTURE2D(_CameraDepthTexture);
TEXTURE2D_FLOAT(_CameraDepthTexture);
TEXTURE2D(_IrradianceSource);
SAMPLER2D(sampler_IrradianceSource);

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/Resources/AtmosphericScattering.hlsl


SAMPLER2D(sampler_CameraDepthTexture);
#define SRL_BilinearSampler sampler_CameraDepthTexture // Used for all textures
TEXTURE2D(_CameraDepthTexture);
TEXTURE2D_FLOAT(_CameraDepthTexture);
TEXTURE2D(_OcclusionTexture);
float HenyeyGreensteinPhase(float g, float cosTheta) {

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