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Some minor adjustments.

/main
Yao Xiaoling 7 年前
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95e207c6
共有 1 个文件被更改,包括 6 次插入7 次删除
  1. 13
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/TerrainLit.shader

13
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/TerrainLit.shader


[HideInInspector] _HeightCenter2("Height Bias2", Range(0.0, 1.0)) = 0.5
[HideInInspector] _HeightCenter3("Height Bias3", Range(0.0, 1.0)) = 0.5
// TODO: support tri-planar?
[HideInInspector] _TexWorldScale0("Tiling", Float) = 1.0
[HideInInspector] _TexWorldScale1("Tiling", Float) = 1.0
[HideInInspector] _TexWorldScale2("Tiling", Float) = 1.0
[HideInInspector] _TexWorldScale3("Tiling", Float) = 1.0
// Following set of parameters represent the parameters node inside the MaterialGraph.
// They are use to fill a SurfaceData. With a MaterialGraph this should not exist.

// Following are builtin properties
[ToggleUI] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0
// Stencil state
[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting
[HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 7 // StencilMask.Lighting (fixed at compile time)

// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it.
// TODO: Fix the code in legacy unity so we can customize the behavior for GI
_EmissionColor("Color", Color) = (1, 1, 1)
_TexWorldScale0("Tiling", Float) = 1.0
_TexWorldScale1("Tiling", Float) = 1.0
_TexWorldScale2("Tiling", Float) = 1.0
_TexWorldScale3("Tiling", Float) = 1.0
// HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes.
_MainTex("Albedo", 2D) = "white" {}

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