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HDRendePipeline: Fix issue with macro## on PS4

/Branch_Batching2
sebastienlagarde 7 年前
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b6bce381
共有 1 个文件被更改,包括 8 次插入8 次删除
  1. 16
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl

16
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl


// sampler are share by texture type inside a layered material but we need to support that a particualr layer have no texture, so we take the first sampler of available texture as the share one
// mean we must declare all sampler
#define PROP_DECL_TEX2D(name)\
TEXTURE2D(name##0); \
SAMPLER2D(sampler##name##0); \
TEXTURE2D(name##1); \
SAMPLER2D(sampler##name##1); \
TEXTURE2D(name##2); \
SAMPLER2D(sampler##name##2); \
TEXTURE2D(name##3); \
SAMPLER2D(sampler##name##3);
TEXTURE2D(MERGE_NAME(name, 0)); \
SAMPLER2D(MERGE_NAME(MERGE_NAME(sampler, name), 0)); \
TEXTURE2D(MERGE_NAME(name, 1)); \
SAMPLER2D(MERGE_NAME(MERGE_NAME(sampler, name), 1)); \
TEXTURE2D(MERGE_NAME(name, 2)); \
SAMPLER2D(MERGE_NAME(MERGE_NAME(sampler, name), 2)); \
TEXTURE2D(MERGE_NAME(name, 3)); \
SAMPLER2D(MERGE_NAME(MERGE_NAME(sampler, name), 3));
// Set of users variables
PROP_DECL(float4, _BaseColor);

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