浏览代码

Fix missing code for texture

/main
Sebastien Lagarde 6 年前
当前提交
bd45bb5a
共有 4 个文件被更改,包括 6 次插入3 次删除
  1. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/LitUI.cs
  2. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader
  3. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitDataIndividualLayer.hlsl
  4. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/LitUI.cs


CoreUtils.SetKeyword(material, "_DETAIL_MAP", material.GetTexture(kDetailMap));
CoreUtils.SetKeyword(material, "_SUBSURFACE_MASK_MAP", material.GetTexture(kSubsurfaceMaskMap));
CoreUtils.SetKeyword(material, "_THICKNESSMAP", material.GetTexture(kThicknessMap));
CoreUtils.SetKeyword(material, "_THICKNESSMAP_IRIDESCENCE", material.GetTexture(kThicknessMapIridescence));
CoreUtils.SetKeyword(material, "_SPECULARCOLORMAP", material.GetTexture(kSpecularColorMap));
bool needUV2 = (UVDetailMapping)material.GetFloat(kUVDetail) == UVDetailMapping.UV2 || (UVBaseMapping)material.GetFloat(kUVBase) == UVBaseMapping.UV2;

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader


#pragma shader_feature _DETAIL_MAP
#pragma shader_feature _SUBSURFACE_MASK_MAP
#pragma shader_feature _THICKNESSMAP
#pragma shader_feature _THICKNESSMAP_IRIDESCENCE
#pragma shader_feature _SPECULARCOLORMAP
#pragma shader_feature _TRANSMITTANCECOLORMAP

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitDataIndividualLayer.hlsl


surfaceData.ior = _Ior;
surfaceData.transmittanceColor = _TransmittanceColor;
#ifdef _TRANSMITTANCECOLORMAP
surfaceData.transmittanceColor *= SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_TransmittanceColorMap), ADD_ZERO_IDX(sampler_TransmittanceColorMap), ADD_IDX(layerTexCoord.base)).rgb;
surfaceData.transmittanceColor *= SAMPLE_UVMAPPING_TEXTURE2D(_TransmittanceColorMap, sampler_TransmittanceColorMap, ADD_IDX(layerTexCoord.base)).rgb;
#endif
surfaceData.atDistance = _ATDistance;

#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
#ifdef _THICKNESSMAP_IRIDESCENCE_IDX
surfaceData.thicknessIridescence = SAMPLE_UVMAPPING_TEXTURE2D(ADD_IDX(_ThicknessMapIridescence), SAMPLER_THICKNESSMAP_IDX, ADD_IDX(layerTexCoord.base)).r;
#ifdef _THICKNESSMAP_IRIDESCENCE
surfaceData.thicknessIridescence = SAMPLE_UVMAPPING_TEXTURE2D(_ThicknessMapIridescence, sampler_ThicknessMapIridescence, ADD_IDX(layerTexCoord.base)).r;
surfaceData.thicknessIridescence = ADD_IDX(_ThicknessRemapIridescence).x + ADD_IDX(_ThicknessRemapIridescence).y * surfaceData.thicknessIridescence;
#else
surfaceData.thicknessIridescence = ADD_IDX(_ThicknessIridescence);

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader


#pragma shader_feature _DETAIL_MAP
#pragma shader_feature _SUBSURFACE_MASK_MAP
#pragma shader_feature _THICKNESSMAP
#pragma shader_feature _THICKNESSMAP_IRIDESCENCE
#pragma shader_feature _SPECULARCOLORMAP
#pragma shader_feature _TRANSMITTANCECOLORMAP

正在加载...
取消
保存