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Remove file path header from shader generator generated files as it depends on users folder and cause conflict

/Yibing-Project-2
Sebastien Lagarde 7 年前
当前提交
9f87b816
共有 14 个文件被更改,包括 14 次插入14 次删除
  1. 2
      ScriptableRenderPipeline/Core/ShaderGenerator/Editor/CSharpToHLSL.cs
  2. 2
      ScriptableRenderPipeline/Core/Shadow/ShadowBase.cs.hlsl
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs.hlsl
  4. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl
  5. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs.hlsl
  6. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/Volumetrics/VolumetricLighting.cs.hlsl
  7. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.cs.hlsl
  8. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl
  9. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringSettings.cs.hlsl
  10. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs.hlsl
  11. 2
      ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs.hlsl
  12. 2
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl
  13. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs.hlsl
  14. 2
      TestbedPipelines/Fptl/LightDefinitions.cs.hlsl

2
ScriptableRenderPipeline/Core/ShaderGenerator/Editor/CSharpToHLSL.cs


guard = "_" + guard;
writer.Write("//\n");
writer.Write("// This file was automatically generated from " + it.Key + ". Please don't edit by hand.\n");
writer.Write("// This file was automatically generated. Please don't edit by hand.\n");
writer.Write("//\n\n");
writer.Write("#ifndef " + guard + "\n");
writer.Write("#define " + guard + "\n");

2
ScriptableRenderPipeline/Core/Shadow/ShadowBase.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderPipeline/Core/Shadow/ShadowBase.cs. Please don't edit by hand.
// This file was automatically generated. Please don't edit by hand.
//
#ifndef SHADOWBASE_CS_HLSL

2
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs. Please don't edit by hand.
// This file was automatically generated. Please don't edit by hand.
//
#ifndef DEBUGDISPLAY_CS_HLSL

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs. Please don't edit by hand.
// This file was automatically generated. Please don't edit by hand.
//
#ifndef LIGHTDEFINITION_CS_HLSL

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs. Please don't edit by hand.
// This file was automatically generated. Please don't edit by hand.
//
#ifndef TILEPASS_CS_HLSL

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/Volumetrics/VolumetricLighting.cs.hlsl


//
// This file was automatically generated from Assets/SRP/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Volumetrics/VolumetricLighting.cs. Please don't edit by hand.
// This file was automatically generated. Please don't edit by hand.
//
#ifndef VOLUMETRICLIGHTING_CS_HLSL

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.cs. Please don't edit by hand.
// This file was automatically generated. Please don't edit by hand.
//
#ifndef BUILTINDATA_CS_HLSL

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs. Please don't edit by hand.
// This file was automatically generated. Please don't edit by hand.
//
#ifndef LIT_CS_HLSL

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringSettings.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringSettings.cs. Please don't edit by hand.
// This file was automatically generated. Please don't edit by hand.
//
#ifndef SUBSURFACESCATTERINGSETTINGS_CS_HLSL

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs. Please don't edit by hand.
// This file was automatically generated. Please don't edit by hand.
//
#ifndef UNLIT_CS_HLSL

2
ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs. Please don't edit by hand.
// This file was automatically generated. Please don't edit by hand.
//
#ifndef SHADERCONFIG_CS_HLSL

2
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs. Please don't edit by hand.
// This file was automatically generated. Please don't edit by hand.
//
#ifndef SHADERPASS_CS_HLSL

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs. Please don't edit by hand.
// This file was automatically generated. Please don't edit by hand.
//
#ifndef SKYMANAGER_CS_HLSL

2
TestbedPipelines/Fptl/LightDefinitions.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderPipeline/Fptl/LightDefinitions.cs. Please don't edit by hand.
// This file was automatically generated. Please don't edit by hand.
//
#ifndef LIGHTDEFINITIONS_CS_HLSL

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