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Fixed run time issue when cascades were enabled in LD.

/Branch_Batching2
Felipe Lira 8 年前
当前提交
8f108bb9
共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 2
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineCore.cginc

2
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineCore.cginc


#ifdef _SHADOW_CASCADES
cascadeIndex = ComputeCascadeIndex(i.posWS);
if (cascadeIndex < 4)
if (cascadeIndex >= MAX_SHADOW_CASCADES)
return 1.0;
#endif
float4 shadowCoord = mul(_WorldToShadow[cascadeIndex], float4(posWorldOffsetNormal, 1.0));

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