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Merge pull request #1015 from EvgeniiG/fix_tessellation_uv

Make sure passes that require UV2 and UV3 actually have access to them
/2018.1
GitHub 6 年前
当前提交
9a166d7d
共有 3 个文件被更改,包括 11 次插入23 次删除
  1. 12
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/ShaderPass/LitDepthPass.hlsl
  2. 10
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/ShaderPass/LitDistortionPass.hlsl
  3. 12
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/ShaderPass/LitVelocityPass.hlsl

12
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/ShaderPass/LitDepthPass.hlsl


#endif
// About UV
// If we have a lit shader, only the UV0 is available for opacity or heightmap
// If we have a layered shader, any UV can be use for this. To reduce the number of variant we groupt UV0/UV1 and UV2/UV3 instead of having variant for UV0/UV1/UV2/UV3
#define ATTRIBUTES_NEED_TEXCOORD0
#ifdef LAYERED_LIT_SHADER
#define ATTRIBUTES_NEED_TEXCOORD0
#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)
#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)
#endif
#if defined(_REQUIRE_UV3)
#endif
#if defined(_REQUIRE_UV3)
#endif
#endif
#endif

10
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/ShaderPass/LitDistortionPass.hlsl


#endif
// About UV
// If we have a lit shader, only the UV0 is available for opacity or heightmap
// If we have a layered shader, any UV can be use for this. To reduce the number of variant we groupt UV0/UV1 and UV2/UV3 instead of having variant for UV0/UV1/UV2/UV3
#ifdef LAYERED_LIT_SHADER
#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)
#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)
#endif
#if defined(_REQUIRE_UV3)
#endif
#if defined(_REQUIRE_UV3)
#endif
#endif
#endif

12
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/ShaderPass/LitVelocityPass.hlsl


#endif
// About UV
// If we have a lit shader, only the UV0 is available for opacity or heightmap
// If we have a layered shader, any UV can be use for this. To reduce the number of variant we groupt UV0/UV1 and UV2/UV3 instead of having variant for UV0/UV1/UV2/UV3
#define ATTRIBUTES_NEED_TEXCOORD0
#ifdef LAYERED_LIT_SHADER
#define ATTRIBUTES_NEED_TEXCOORD0
#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)
#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)
#endif
#if defined(_REQUIRE_UV3)
#endif
#if defined(_REQUIRE_UV3)
#endif
#endif
#endif

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