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Fix typos

/main
Evgenii Golubev 8 年前
当前提交
9fc5bc97
共有 10 个文件被更改,包括 10 次插入10 次删除
  1. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader
  2. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader
  3. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/Resources/Deferred.shader
  4. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  5. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  6. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Resources/PreIntegratedFGD.shader
  7. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.shader
  8. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
  9. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader
  10. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/Resources/GGXConvolve.shader

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/Resources/Deferred.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _DISTORTION_ON

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


HLSLINCLUDE
#pragma target 5.0
#pragma only_renderers d3d11 ps4 // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4 // TEMP: until we go further in dev
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _DISTORTION_ON

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Resources/PreIntegratedFGD.shader


#pragma vertex Vert
#pragma fragment Frag
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#include "Common.hlsl"
#include "ImageBasedLighting.hlsl"

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.shader


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

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader


#pragma fragment Frag
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#include "Color.hlsl"
#include "Common.hlsl"

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/Resources/GGXConvolve.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma multi_compile _ USE_MIS

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