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update local copies of HLSLSupport and UnityStandardCore to match changes in Unity src tree and fix errors after updating

/main
Filip Iliescu 8 年前
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996434fd
共有 2 个文件被更改,包括 10 次插入3 次删除
  1. 7
      Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/HLSLSupport.cginc
  2. 6
      Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/UnityStandardCore.cginc

7
Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/HLSLSupport.cginc


#define SV_POSITION POSITION
#endif
// Declare position that is also available for read in fragment shader
#if defined(SHADER_API_D3D9) && defined(SHADER_STAGE_FRAGMENT) && SHADER_TARGET >= 30
#define UNITY_POSITION(pos) float4 pos : VPOS
#else
// On D3D reading screen space coordinates from fragment shader requires SM3.0
#define UNITY_POSITION(pos) float4 pos : SV_POSITION
#endif
#if defined(SHADER_API_D3D9) || defined(SHADER_API_D3D11) || defined(SHADER_API_D3D11_9X) || defined(SHADER_API_PSP2) || defined(SHADER_API_PSSL)
#define UNITY_ATTEN_CHANNEL r

6
Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/UnityStandardCore.cginc


struct VertexOutputForwardBase
{
float4 pos : SV_POSITION;
UNITY_POSITION(pos);
float4 tex : TEXCOORD0;
half3 eyeVec : TEXCOORD1;
half4 tangentToWorldAndPackedData[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax or worldPos]

struct VertexOutputForwardAdd
{
float4 pos : SV_POSITION;
UNITY_POSITION(pos);
float4 tex : TEXCOORD0;
half3 eyeVec : TEXCOORD1;
half4 tangentToWorldAndLightDir[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:lightDir]

struct VertexOutputDeferred
{
float4 pos : SV_POSITION;
UNITY_POSITION(pos);
float4 tex : TEXCOORD0;
half3 eyeVec : TEXCOORD1;
half4 tangentToWorldAndPackedData[3]: TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax or worldPos]

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