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Fix the compile issue of the layered shader

/Branch_Batching2
Evgenii Golubev 7 年前
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a1b91c7a
共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl


// Since the result is used as a 'depthOffsetVS', it needs to be positive, so we flip the sign.
float verticalDisplacement = maxHeight - height * maxHeight;
// IDEA: precompute the tiling scale? MOV-MUL vs MOV-MOV-MAX-RCP-MUL.
float tilingScale = rcp(max(_BaseColorMap_ST.x, _BaseColorMap_ST.y));
float tilingScale = rcp(max(_BaseColorMap0_ST.x, _BaseColorMap0_ST.y));
return tilingScale * verticalDisplacement / NdotV;
}

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