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Move back _EnableSubsurfaceScattering (must be generic and not link to a material)

/iridesence
Sebastien Lagarde 7 年前
当前提交
94a0c2bd
共有 4 个文件被更改,包括 4 次插入4 次删除
  1. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Deferred.compute
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
  4. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForward.hlsl

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader


Outputs outputs;
#ifdef OUTPUT_SPLIT_LIGHTING
if (HaveSubsurfaceScattering(bsdfData))
if ((_EnableSubsurfaceScattering != 0) && HaveSubsurfaceScattering(bsdfData))
{
outputs.specularLighting = float4(specularLighting, 1.0);
outputs.diffuseLighting = TagLightingForSSS(diffuseLighting);

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Deferred.compute


float3 specularLighting;
LightLoop(V, posInput, preLightData, bsdfData, bakeLightingData, featureFlags, diffuseLighting, specularLighting);
if (HaveSubsurfaceScattering(bsdfData))
if ((_EnableSubsurfaceScattering != 0) && HaveSubsurfaceScattering(bsdfData))
{
specularLightingUAV[pixelCoord] = float4(specularLighting, 1.0);
diffuseLightingUAV[pixelCoord] = TagLightingForSSS(diffuseLighting);

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl


bool HaveSubsurfaceScattering(BSDFData bsdfData)
{
return (_EnableSubsurfaceScattering != 0) && HasMaterialFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING);
return HasMaterialFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING);
}
//-----------------------------------------------------------------------------

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForward.hlsl


LightLoop(V, posInput, preLightData, bsdfData, bakeLightingData, featureFlags, diffuseLighting, specularLighting);
#ifdef OUTPUT_SPLIT_LIGHTING
if (HaveSubsurfaceScattering(bsdfData))
if ((_EnableSubsurfaceScattering != 0) && HaveSubsurfaceScattering(bsdfData))
{
outColor = float4(specularLighting, 1.0);
outDiffuseLighting = float4(TagLightingForSSS(diffuseLighting), 1.0);

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