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fix some empty lines and indentation

/Add-support-for-light-specular-color-tint
Paul Melamed 7 年前
当前提交
8fd4e73b
共有 3 个文件被更改,包括 7 次插入11 次删除
  1. 4
      ScriptableRenderPipeline/HDRenderPipeline/Decal/DecalProjectorComponent.cs
  2. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  3. 10
      ScriptableRenderPipeline/HDRenderPipeline/Material/Decal/Decal.shader

4
ScriptableRenderPipeline/HDRenderPipeline/Decal/DecalProjectorComponent.cs


Gizmos.DrawWireCube(Vector3.zero, Vector3.one);
}
public void OnDrawGizmos()
{
//DrawGizmo(false);
}
public void OnDrawGizmosSelected()
{
DrawGizmo(true);

4
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


using UnityEngine.Rendering.PostProcessing;
using UnityEngine.Profiling;
#if UNITY_EDITOR
using UnityEditor;
#endif

}
ConfigureForShadowMask(enableBakeShadowMask, cmd);
InitAndClearBuffer(hdCamera, enableBakeShadowMask, cmd);
InitAndClearBuffer(hdCamera, enableBakeShadowMask, cmd);
RenderDepthPrepass(m_CullResults, hdCamera, renderContext, cmd, true);
RenderDBuffer(hdCamera.cameraPos, renderContext, cmd);

10
ScriptableRenderPipeline/HDRenderPipeline/Material/Decal/Decal.shader


{
Properties
{
_BaseColorMap("BaseColorMap", 2D) = "white" {}
_BaseColorMap("BaseColorMap", 2D) = "white" {}
_NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map
_DecalBlend("_DecalBlend", Range(0.0, 1.0)) = 0.5
}

ZWrite Off
ZTest Always
HLSLPROGRAM
HLSLPROGRAM
#include "../../ShaderVariables.hlsl"
#include "Decal.hlsl"
#include "../../ShaderVariables.hlsl"
#include "Decal.hlsl"
#include "DecalData.hlsl"
#include "DecalData.hlsl"
#include "../../ShaderPass/ShaderPassDBuffer.hlsl"
ENDHLSL

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