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Remove per-pixel displacement related properties.

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Yao Xiaoling 7 年前
当前提交
be7b742d
共有 2 个文件被更改,包括 6 次插入16 次删除
  1. 12
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/BaseLitUI.cs
  2. 10
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/TerrainLit.shader

12
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/BaseLitUI.cs


displacementLockTilingScale = FindProperty(kDisplacementLockTilingScale, props, false);
// Per pixel displacement
ppdMinSamples = FindProperty(kPpdMinSamples, props);
ppdMaxSamples = FindProperty(kPpdMaxSamples, props);
ppdLodThreshold = FindProperty(kPpdLodThreshold, props);
ppdPrimitiveLength = FindProperty(kPpdPrimitiveLength, props);
ppdPrimitiveWidth = FindProperty(kPpdPrimitiveWidth, props);
invPrimScale = FindProperty(kInvPrimScale, props);
ppdMinSamples = FindProperty(kPpdMinSamples, props, false);
ppdMaxSamples = FindProperty(kPpdMaxSamples, props, false);
ppdLodThreshold = FindProperty(kPpdLodThreshold, props, false);
ppdPrimitiveLength = FindProperty(kPpdPrimitiveLength, props, false);
ppdPrimitiveWidth = FindProperty(kPpdPrimitiveWidth, props, false);
invPrimScale = FindProperty(kInvPrimScale, props, false);
// tessellation specific, silent if not found
tessellationMode = FindProperty(kTessellationMode, props, false);

10
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/TerrainLit.shader


[Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5
_PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15
_PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5
_PPDPrimitiveLength("Primitive length for POM", Float) = 1
_PPDPrimitiveWidth("Primitive width for POM", Float) = 1
[HideInInspector] _InvPrimScale("Inverse primitive scale for non-planar POM", Vector) = (1, 1, 0, 0)
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
[Enum(UV0, 0, Planar, 4, TriPlanar, 5)] _UVEmissive("UV Set for emissive", Float) = 0
_TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0

[HideInInspector] _ShowLayer1("_ShowLayer1", Float) = 0
[HideInInspector] _ShowLayer2("_ShowLayer2", Float) = 0
[HideInInspector] _ShowLayer3("_ShowLayer3", Float) = 0
// Transparency
[ToggleUI] _PreRefractionPass("PreRefractionPass", Float) = 0.0
// HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes.
_MainTex("Albedo", 2D) = "white" {}

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