浏览代码
Added GLCore and GLES2 files. Ported more shaders to SRP shader library and fixed some compilation GLES2 compilation errors in shader library.
/main
Added GLCore and GLES2 files. Ported more shaders to SRP shader library and fixed some compilation GLES2 compilation errors in shader library.
/main
Felipe Lira
7 年前
当前提交
b89532b8
共有 15 个文件被更改,包括 471 次插入 和 113 次删除
-
110ScriptableRenderPipeline/Core/ShaderLibrary/API/GLES3.hlsl
-
30ScriptableRenderPipeline/Core/ShaderLibrary/Common.hlsl
-
129ScriptableRenderPipeline/Core/ShaderLibrary/Macros.hlsl
-
4ScriptableRenderPipeline/Core/ShaderLibrary/Packing.hlsl
-
4ScriptableRenderPipeline/Core/ShaderLibrary/Random.hlsl
-
15ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightBlit.shader
-
13ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightCopyDepth.shader
-
2ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightInput.hlsl
-
4ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightLighting.hlsl
-
2ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightShadows.hlsl
-
9ScriptableRenderPipeline/LightweightPipeline/Shaders/ShaderVariables/LightweightShaderVariables.hlsl
-
107ScriptableRenderPipeline/Core/ShaderLibrary/API/GLCore.hlsl
-
10ScriptableRenderPipeline/Core/ShaderLibrary/API/GLCore.hlsl.meta
-
135ScriptableRenderPipeline/Core/ShaderLibrary/API/GLES2.hlsl
-
10ScriptableRenderPipeline/Core/ShaderLibrary/API/GLES2.hlsl.meta
|
|||
// This file assume SHADER_API_GLCORE is defined |
|||
|
|||
#define UNITY_UV_STARTS_AT_TOP 0 |
|||
#define UNITY_REVERSED_Z 0 |
|||
#define UNITY_GATHER_SUPPORTED 0 |
|||
#define UNITY_NEAR_CLIP_VALUE (-1.0) |
|||
|
|||
// This value will not go through any matrix projection convertion |
|||
#define UNITY_RAW_FAR_CLIP_VALUE (1.0) |
|||
#define FRONT_FACE_SEMATIC VFACE |
|||
#define FRONT_FACE_TYPE float |
|||
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL > 0.0) ? (FRONT) : (BACK)) |
|||
|
|||
#define CBUFFER_START(name) |
|||
#define CBUFFER_END |
|||
|
|||
// Initialize arbitrary structure with zero values. |
|||
// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0 |
|||
#define ZERO_INITIALIZE(type, name) name = (type)0; |
|||
#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } |
|||
|
|||
// Texture util abstraction |
|||
|
|||
#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) |
|||
|
|||
// Texture abstraction |
|||
|
|||
#define TEXTURE2D(textureName) Texture2D textureName |
|||
#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName |
|||
#define TEXTURECUBE(textureName) TextureCube textureName |
|||
#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName |
|||
#define TEXTURE3D(textureName) Texture3D textureName |
|||
#define TEXTURE2D_SHADOW(textureName) Texture2D textureName |
|||
#define TEXTURECUBE_SHADOW(textureName) TextureCube textureName |
|||
#define RW_TEXTURE2D(type, textureNam) |
|||
|
|||
#define SAMPLER2D(samplerName) SamplerState samplerName |
|||
#define SAMPLERCUBE(samplerName) SamplerState samplerName |
|||
#define SAMPLER3D(samplerName) SamplerState samplerName |
|||
#define SAMPLER2D_SHADOW(samplerName) SamplerComparisonState samplerName |
|||
#define SAMPLERCUBE_SHADOW(samplerName) SamplerComparisonState samplerName |
|||
|
|||
#define TEXTURE2D_ARGS(textureName, samplerName) Texture2D textureName, SamplerState samplerName |
|||
#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) Texture2DArray textureName, SamplerState samplerName |
|||
#define TEXTURECUBE_ARGS(textureName, samplerName) TextureCube textureName, SamplerState samplerName |
|||
#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) TextureCubeArray textureName, SamplerState samplerName |
|||
#define TEXTURE3D_ARGS(textureName, samplerName) Texture3D textureName, SamplerState samplerName |
|||
#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) Texture2D textureName, SamplerComparisonState samplerName |
|||
#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) Texture2DArray textureName, SamplerComparisonState samplerName |
|||
#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) TextureCube textureName, SamplerComparisonState samplerName |
|||
|
|||
#define TEXTURE2D_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURECUBE_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURE3D_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
|||
|
|||
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) |
|||
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) |
|||
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) |
|||
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) |
|||
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) |
|||
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) |
|||
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) |
|||
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) |
|||
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) |
|||
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) |
|||
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) |
|||
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) |
|||
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) |
|||
#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord3).xyz, (coord3).w) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) |
|||
|
|||
#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r |
|||
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r |
|||
|
|||
#define TEXTURE2D_HALF TEXTURE2D |
|||
#define TEXTURE2D_FLOAT TEXTURE2D |
|||
#define TEXTURE3D_HALF TEXTURE3D |
|||
#define TEXTURE3D_FLOAT TEXTURE3D |
|||
#define SAMPLER2D_HALF SAMPLER2D |
|||
#define SAMPLER2D_FLOAT SAMPLER2D |
|||
|
|||
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) |
|||
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) |
|||
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) |
|||
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) |
|||
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) |
|||
|
|||
#if (SHADER_TARGET >= 45) |
|||
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) |
|||
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) |
|||
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) |
|||
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) |
|||
#else |
|||
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2) |
|||
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) |
|||
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) |
|||
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) |
|||
#endif |
|||
|
|
|||
fileFormatVersion: 2 |
|||
guid: 17e9ff94ac9e8aa4e81b23222a4dc205 |
|||
timeCreated: 1506072929 |
|||
licenseType: Pro |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
// This file assume SHADER_API_GLES is defined |
|||
|
|||
#define UNITY_UV_STARTS_AT_TOP 0 |
|||
#define UNITY_REVERSED_Z 0 |
|||
#define UNITY_GATHER_SUPPORTED 0 |
|||
#define UNITY_NEAR_CLIP_VALUE (-1.0) |
|||
|
|||
// This value will not go through any matrix projection convertion |
|||
#define UNITY_RAW_FAR_CLIP_VALUE (1.0) |
|||
#define FRONT_FACE_SEMATIC VFACE |
|||
#define FRONT_FACE_TYPE float |
|||
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL > 0.0) ? (FRONT) : (BACK)) |
|||
|
|||
#define CBUFFER_START(name) |
|||
#define CBUFFER_END |
|||
|
|||
// Define missing mappings |
|||
#define uint int |
|||
#define rcp(x) 1.0 / x |
|||
#define ddx_fine ddx |
|||
#define ddy_fine ddy |
|||
#define asfloat |
|||
#define asuint |
|||
#define f32tof16 |
|||
#define f16tof32 |
|||
|
|||
#define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error ##funcName is not supported on GLES 2.0 |
|||
|
|||
// Initialize arbitrary structure with zero values. |
|||
// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0 |
|||
#define ZERO_INITIALIZE(type, name) name = (type)0; |
|||
#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } |
|||
|
|||
// GLES2 might not have shadow hardware comparison support |
|||
#if defined(UNITY_ENABLE_NATIVE_SHADOWS_LOOKUPS) |
|||
#define SHADOW2D_TEXTURE_AND_SAMPLER sampler2DShadow |
|||
#define SHADOWCUBE_TEXTURE_AND_SAMPLER samplerCUBEShadow |
|||
#define SHADOW2D_SAMPLE(textureName, coord3) shadow2D(textureName, coord3) |
|||
#define SHADOW3D_SAMPLE(textureName, coord4) ((texCUBE(tex,(coord4).xyz) < (coord4).w) ? 0.0 : 1.0) |
|||
#else |
|||
// emulate hardware comparison |
|||
#define SHADOW2D_TEXTURE_AND_SAMPLER sampler2D_float |
|||
#define SHADOWCUBE_TEXTURE_AND_SAMPLER samplerCUBE_float |
|||
#define SHADOW2D_SAMPLE(textureName, coord3) ((SAMPLE_DEPTH_TEXTURE(textureName, coord3.xy) < coord3.z) ? 0.0 : 1.0) |
|||
#define SHADOW3D_SAMPLE(textureName, coord4) ((texCUBE(tex,(coord4).xyz).r < (coord4).w) ? 0.0 : 1.0) |
|||
#endif |
|||
|
|||
// Texture util abstraction |
|||
|
|||
#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) #error calculate Level of Detail not supported in GLES2 |
|||
|
|||
// Texture abstraction |
|||
|
|||
#define TEXTURE2D(textureName) sampler2D textureName |
|||
#define TEXTURE2D_ARRAY(textureName) samplerCUBE textureName // No support to texture2DArray |
|||
#define TEXTURECUBE(textureName) samplerCUBE textureName |
|||
#define TEXTURECUBE_ARRAY(textureName) samplerCUBE textureName // No supoport to textureCubeArray and can't emulate with texture2DArray |
|||
#define TEXTURE3D(textureName) sampler3D textureName |
|||
#define TEXTURE2D_SHADOW(textureName) SHADOW2D_TEXTURE_AND_SAMPLER textureName |
|||
#define TEXTURECUBE_SHADOW(textureName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName |
|||
#define RW_TEXTURE2D(type, textureNam) |
|||
|
|||
#define SAMPLER2D(samplerName) |
|||
#define SAMPLERCUBE(samplerName) |
|||
#define SAMPLER3D(samplerName) |
|||
#define SAMPLER2D_SHADOW(samplerName) |
|||
#define SAMPLERCUBE_SHADOW(samplerName) |
|||
|
|||
#define TEXTURE2D_ARGS(textureName, samplerName) sampler2D textureName |
|||
#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) samplerCUBE textureName |
|||
#define TEXTURECUBE_ARGS(textureName, samplerName) samplerCUBE textureName |
|||
#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) samplerCUBE textureName |
|||
#define TEXTURE3D_ARGS(textureName, samplerName) sampler3D textureName |
|||
#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) SHADOW2D_TEXTURE_AND_SAMPLER textureName |
|||
#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName |
|||
#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName |
|||
|
|||
#define TEXTURE2D_PARAM(textureName, samplerName) textureName |
|||
#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) textureName |
|||
#define TEXTURECUBE_PARAM(textureName, samplerName) textureName |
|||
#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) textureName |
|||
#define TEXTURE3D_PARAM(textureName, samplerName) textureName |
|||
#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) textureName |
|||
#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName |
|||
#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName |
|||
|
|||
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2) |
|||
|
|||
#if (SHADER_TARGET >= 30) |
|||
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0, lod)) |
|||
#else |
|||
// No lod support. Very poor approximation with bias. |
|||
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, lod) |
|||
#endif |
|||
|
|||
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) tex2Dbias(textureName, float4(coord2, 0, bias)) |
|||
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) SAMPLE_TEXTURE2D(textureName, coord2) |
|||
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) SAMPLE_TEXTURECUBE(textureName, samplerName, float3(coord2, index)) |
|||
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, float3(coord2, index), lod) |
|||
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, float3(coord2, index), bias) |
|||
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) texCUBE(textureName, coord3) |
|||
// No lod support. Very poor approximation with bias. |
|||
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, lod) |
|||
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) texCUBEbias(textureName, float4(coord3, bias)) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) |
|||
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3) |
|||
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) SHADOW2D_SAMPLE(textureName, coord3) |
|||
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, float4(coord3.xy, index, coord3.w)) |
|||
#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) SHADOW3D_SAMPLE(textureName, coord4) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) |
|||
|
|||
#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r |
|||
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r |
|||
|
|||
#define TEXTURE2D_HALF TEXTURE2D |
|||
#define TEXTURE2D_FLOAT TEXTURE2D |
|||
#define TEXTURE3D_HALF TEXTURE3D |
|||
#define TEXTURE3D_FLOAT TEXTURE3D |
|||
#define SAMPLER2D_HALF SAMPLER2D |
|||
#define SAMPLER2D_FLOAT SAMPLER2D |
|||
|
|||
#define LOAD_TEXTURE2D(textureName, unCoord2) #error LOAD_TEXTURE not supported in GLES2 |
|||
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) #error LOAD_TEXTURE not supported in GLES2 |
|||
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) #error LOAD_TEXTURE not supported in GLES2 |
|||
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) #error LOAD_TEXTURE not supported in GLES2 |
|||
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) #error LOAD_TEXTURE not supported in GLES2 |
|||
|
|||
// Gather not supported. Fallabck to regular texture sampling. |
|||
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2) |
|||
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) |
|||
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) |
|||
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) |
|||
|
|
|||
fileFormatVersion: 2 |
|||
guid: 4763738e37aef3949b7a83aae926cff5 |
|||
timeCreated: 1506072929 |
|||
licenseType: Pro |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
撰写
预览
正在加载...
取消
保存
Reference in new issue