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Merged CopyDepth and CopyDepthMSAA shaders into one and created a keyword to control the differences.
/main
Merged CopyDepth and CopyDepthMSAA shaders into one and created a keyword to control the differences.
/main
Aleksandr Kirillov
7 年前
当前提交
a4adefcb
共有 8 个文件被更改,包括 26 次插入 和 63 次删除
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5ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineAsset.cs
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1ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineResources.asset
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1ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineResources.cs
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32ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
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4ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/DepthCopy.hlsl
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7ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightCopyDepth.shader
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9ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightCopyDepthMSAA.shader.meta
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30ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightCopyDepthMSAA.shader
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fileFormatVersion: 2 |
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guid: 3aaf3bbc87e49413fa5019b840757406 |
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ShaderImporter: |
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externalObjects: {} |
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defaultTextures: [] |
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nonModifiableTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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Shader "Hidden/LightweightPipeline/CopyDepthMSAA" |
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{ |
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Properties |
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{ |
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[HideInInspector] _SampleCount("MSAA sample count", Float) = 1.0 |
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} |
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SubShader |
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{ |
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"} |
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Pass |
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{ |
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ZTest Always ZWrite On ColorMask 0 |
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HLSLPROGRAM |
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#pragma exclude_renderers d3d11_9x |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma require msaatex |
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#define MSAA_DEPTH 1 |
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#include "LWRP/ShaderLibrary/DepthCopy.hlsl" |
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ENDHLSL |
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} |
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} |
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} |
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