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Now UnityPerDraw can be bound at any slot + enabling debug shader symbol

/Branch_Batching2
Arnaud Carre 7 年前
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9ef2366c
共有 2 个文件被更改,包括 2 次插入2 次删除
  1. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  2. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go futher in dev
// #pragma enable_d3d11_debug_symbols
#pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------
// Variant

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl


// ----------------------------------------------------------------------------
CBUFFER_START(UnityPerDraw : register(b0))
CBUFFER_START(UnityPerDraw)
#ifdef UNITY_USE_PREMULTIPLIED_MATRICES
float4x4 glstate_matrix_mvp;
float4x4 glstate_matrix_modelview0;

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