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HDRenderPipeline: Fix misc compiler warning

/main
Sebastien Lagarde 7 年前
当前提交
90e761b6
共有 3 个文件被更改,包括 4 次插入7 次删除
  1. 2
      ScriptableRenderPipeline/Core/CoreRP/MousePositionDebug.cs
  2. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader
  3. 5
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/Resources/ProceduralSky.shader

2
ScriptableRenderPipeline/Core/CoreRP/MousePositionDebug.cs


}
}
#if UNITY_EDITOR
#if UNITY_EDITOR
private void OnSceneGUI(UnityEditor.SceneView sceneview)
{
m_mousePosition = Event.current.mousePosition;

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader


int2 pixelCoord = posInput.positionSS.xy;
int2 tileCoord = (float2)pixelCoord / GetTileSize();
int2 mouseTileCoord = _MousePixelCoord / GetTileSize();
int2 mouseTileCoord = _MousePixelCoord.xy / GetTileSize();
int2 offsetInTile = pixelCoord - tileCoord * GetTileSize();
int n = 0;

int maxLights = 32;
if (tileCoord.y < LIGHTCATEGORY_COUNT && tileCoord.x < maxLights + 3)
{
PositionInputs mousePosInput = GetPositionInput(_MousePixelCoord, _ScreenSize.zw, mouseTileCoord);
PositionInputs mousePosInput = GetPositionInput(_MousePixelCoord.xy, _ScreenSize.zw, mouseTileCoord);
float depthMouse = LOAD_TEXTURE2D(_MainDepthTexture, mousePosInput.positionSS).x;
UpdatePositionInput(depthMouse, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, mousePosInput);

5
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/Resources/ProceduralSky.shader


float getMiePhase(float eyeCos, float eyeCos2)
{
float temp = 1.0 + MIE_G2 - 2.0 * MIE_G * eyeCos;
temp = pow(max(temp, 0), pow(_SunSize,0.65) * 10);
temp = PositivePow(temp, PositivePow(_SunSize, 0.65) * 10);
#if defined(UNITY_COLORSPACE_GAMMA) && SKYBOX_COLOR_IN_TARGET_COLOR_SPACE
temp = pow(temp, .454545);
#endif
return temp;
}

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