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Used the MERGE_NAME macro

/main
Frédéric Vauchelles 7 年前
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99ec03cb
共有 1 个文件被更改,包括 3 次插入3 次删除
  1. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.hlsl

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.hlsl


#include "CoreRP/ShaderLibrary/Macros.hlsl"
//-----------------------------------------------------------------------------
// LightLoop
// ----------------------------------------------------------------------------

#endif
uint envLightCount;
#define CONCAT(L, R) L##R
CONCAT(GPUIMAGEBASEDLIGHTINGTYPE_, TYPE), CONCAT(type, HierarchyWeight)); \
MERGE_NAME (GPUIMAGEBASEDLIGHTINGTYPE_, TYPE), MERGE_NAME (type, HierarchyWeight)); \
AccumulateIndirectLighting(lighting, aggregateLighting);\
}

}
}
#undef EVALUATE_BSDF_ENV
#undef CONCAT
#undef FETCHINDEX
// Also Apply indiret diffuse (GI)

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