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Added DepthOnly pass to LW shaders.

/RenderPassXR_Sandbox
Felipe Lira 7 年前
当前提交
96d28b11
共有 2 个文件被更改,包括 51 次插入1 次删除
  1. 25
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipeline.shader
  2. 27
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardShader.shader

25
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipeline.shader


ENDCG
}
Pass
{
Tags{"Lightmode" = "DepthOnly"}
ZWrite On
CGPROGRAM
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 vert(float4 pos : POSITION) : SV_POSITION
{
return UnityObjectToClipPos(pos);
}
half4 frag() : SV_TARGET
{
return 0;
}
ENDCG
}
// This pass it not used during regular rendering, only for lightmap baking.
Pass
{

27
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardShader.shader


}
ENDCG
}
Pass
{
Tags{"Lightmode" = "DepthOnly"}
ZWrite On
CGPROGRAM
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
float4 vert(float4 pos : POSITION) : SV_POSITION
{
return UnityObjectToClipPos(pos);
}
half4 frag() : SV_TARGET
{
return 0;
}
ENDCG
}
FallBack "VertexLit"
FallBack "Standard"
CustomEditor "LightweightStandardShaderGUI"
}
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