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cleaned up PR

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Paul Melamed 6 年前
当前提交
c68ab2bd
共有 5 个文件被更改,包括 2 次插入34 次删除
  1. 1
      com.unity.render-pipelines.high-definition/CHANGELOG.md
  2. 30
      com.unity.render-pipelines.high-definition/HDRP/Material/Decal/Decal.shader
  3. 1
      com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalNormalBuffer.shader
  4. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/GBufferManager.cs
  5. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.shader

1
com.unity.render-pipelines.high-definition/CHANGELOG.md


- Fix display correct target platform when showing message to inform user that a platform is not supported
- Remove workaround for metal and vulkan in normal buffer encoding/decoding
- Fixed an issue with color picker not working in forward
- Decals corectly update normal buffer in forward
### Changed
- Changed default reflection probe to be 256x256x6 and array size to be 64

30
com.unity.render-pipelines.high-definition/HDRP/Material/Decal/Decal.shader


Stencil
{
WriteMask 255
Ref[_StencilRef]
Comp Always
Pass IncrSat
}

Stencil
{
WriteMask 255
Ref[_StencilRef]
Comp Always
Pass IncrSat
}

// back faces with zfail, for cases when camera is inside the decal volume
Stencil
{
WriteMask 255
Ref[_StencilRef]
Comp Always
Pass IncrSat
}

// back faces with zfail, for cases when camera is inside the decal volume
Stencil
{
WriteMask 255
Ref[_StencilRef]
Comp Always
Pass IncrSat
}

Stencil
{
WriteMask 255
Ref[_StencilRef]
Comp Always
Pass IncrSat
}

Stencil
{
WriteMask 255
Ref[_StencilRef]
Comp Always
Pass IncrSat
}

Stencil
{
WriteMask 255
Ref[_StencilRef]
Comp Always
Pass IncrSat
}

Stencil
{
WriteMask 255
Ref[_StencilRef]
Comp Always
Pass IncrSat
}

Stencil
{
WriteMask 255
Ref[_StencilRef]
Comp Always
Pass IncrSat
}

Stencil
{
WriteMask 255
Ref[_StencilRef]
Comp Always
Pass IncrSat
}

Stencil
{
WriteMask 255
Ref[_StencilRef]
Comp Always
Pass IncrSat
}

Stencil
{
WriteMask 255
Ref[_StencilRef]
Comp Always
Pass IncrSat
}

Stencil
{
WriteMask 255
Ref[_StencilRef]
Comp Always
Pass IncrSat
}

Stencil
{
WriteMask 255
Ref[_StencilRef]
Comp Always
Pass IncrSat
}

Stencil
{
WriteMask 255
Ref[_StencilRef]
Comp Always
Pass IncrSat
}

1
com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalNormalBuffer.shader


// not optimal because we also process pixels that might not have any normals
Stencil
{
WriteMask 255
Ref 2
Comp Equal
Pass Zero

2
com.unity.render-pipelines.high-definition/HDRP/Material/GBufferManager.cs


for (int gbufferIndex = 0; gbufferIndex < m_BufferCount; ++gbufferIndex)
{
m_RTs[gbufferIndex] = RTHandles.Alloc(Vector2.one, colorFormat: rtFormat[gbufferIndex], sRGB: sRGBFlags[gbufferIndex], filterMode: FilterMode.Point, name: string.Format("GBuffer{0}", gbufferIndex), enableRandomWrite: gbufferIndex == 1);
m_RTs[gbufferIndex] = RTHandles.Alloc(Vector2.one, colorFormat: rtFormat[gbufferIndex], sRGB: sRGBFlags[gbufferIndex], filterMode: FilterMode.Point, name: string.Format("GBuffer{0}", gbufferIndex), enableRandomWrite: gbufferIndex == 1); // normal buffer is used as RWTexture to composite decals in forward
m_RTIDs[gbufferIndex] = m_RTs[gbufferIndex].nameID;
m_TextureShaderIDs[gbufferIndex] = HDShaderIDs._GBufferTexture[gbufferIndex];

2
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.shader


Stencil
{
WriteMask 255
Ref[_StencilRef]
Comp Always
Pass IncrSat
}

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