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Fixes for merge with master

/main
Chris Tchou 7 年前
当前提交
aa5fea0a
共有 3 个文件被更改,包括 3 次插入4 次删除
  1. 1
      com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRPass.template
  2. 3
      com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template
  3. 3
      com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitSubShader.cs

1
com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRPass.template


builtinData.bakeDiffuseLighting += SampleBakedGI(fragInputs.positionWS, -fragInputs.worldToTangent[2], fragInputs.texCoord1, fragInputs.texCoord2) * bsdfData.transmittance;
}
builtinData.emissiveIntensity = 1.0f;
$SurfaceDescription.Emission: builtinData.emissiveColor = surfaceDescription.Emission;
builtinData.velocity = float2(0.0, 0.0);
#ifdef SHADOWS_SHADOWMASK

3
com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template


builtinData.opacity = surfaceDescription.Alpha;
builtinData.bakeDiffuseLighting = float3(0.0, 0.0, 0.0);
builtinData.emissiveIntensity = 1.0f;
$SurfaceDescription.Emission: builtinData.emissiveColor = surfaceDescription.Emission;
builtinData.velocity = float2(0.0, 0.0);
builtinData.shadowMask0 = 0.0;

//-------------------------------------------------------------------------------------
ENDHLSL
}
}

3
com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitSubShader.cs


return false;
}
sourceAssetDependencyPaths.Add(templateLocation);
if (sourceAssetDependencyPaths != null)
sourceAssetDependencyPaths.Add(templateLocation);
// grab all of the active nodes (for pixel and vertex graphs)
var vertexNodes = ListPool<AbstractMaterialNode>.Get();

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