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HDRenderPipeline: Remove vertex and pixel displacement on tessellation

/feature-ReflectionProbeFit
sebastienlagarde 7 年前
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a865a5ea
共有 2 个文件被更改,包括 2 次插入2 次删除
  1. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader


[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
[Enum(Subsurface Scattering, 0, Standard, 1)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting
[Enum(None, 0, Vertex displacement, 1, Pixel displacement, 2, Tessellation displacement, 3)] _DisplacementMode("DisplacementMode", Int) = 0
[Enum(None, 0, Tessellation displacement, 3)] _DisplacementMode("DisplacementMode", Int) = 3
[ToggleOff] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0
[ToggleOff] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0
[ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader


[Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 2, ClearCoat, 3, Specular Color, 4)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting
[Enum(None, 0, Vertex displacement, 1, Pixel displacement, 2, Tessellation displacement, 3)] _DisplacementMode("DisplacementMode", Int) = 0
[Enum(None, 0, Tessellation displacement, 3)] _DisplacementMode("DisplacementMode", Int) = 3
[ToggleOff] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0
[ToggleOff] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0
[ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0

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