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Make sure UnityPerMaterial CB stays the same for all variants.

/main
Yao Xiaoling 6 年前
当前提交
99c2d4d9
共有 1 个文件被更改,包括 2 次插入5 次删除
  1. 7
      com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitSplatCommon.hlsl

7
com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitSplatCommon.hlsl


#endif
float _HeightTransition;
#ifdef UNITY_INSTANCING_ENABLED
float4 _TerrainHeightmapRecipSize; // float4(1.0f/width, 1.0f/height, 1.0f/(width-1), 1.0f/(height-1))
float4 _TerrainHeightmapScale; // float4(hmScale.x, hmScale.y / (float)(kMaxHeight), hmScale.z, 0.0f)
#endif
float4 _TerrainHeightmapRecipSize; // float4(1.0f/width, 1.0f/height, 1.0f/(width-1), 1.0f/(height-1))
float4 _TerrainHeightmapScale; // float4(hmScale.x, hmScale.y / (float)(kMaxHeight), hmScale.z, 0.0f)
CBUFFER_END

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