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Properly capitalize "Full Screen"

/Branch_Batching2
Evgenii Golubev 8 年前
当前提交
c962132e
共有 4 个文件被更改,包括 6 次插入6 次删除
  1. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader
  2. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/Resources/Deferred.shader
  3. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader
  4. 4
      Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader


Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = GetFullscreenTriangleVertexPosition(input.vertexID);
output.texcoord = GetFullscreenTriangleTexcoord(input.vertexID) * _TextureScaleBias.xy + _TextureScaleBias.zw;
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
output.texcoord = GetFullScreenTriangleTexcoord(input.vertexID) * _TextureScaleBias.xy + _TextureScaleBias.zw;
return output;
}

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/Resources/Deferred.shader


Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = GetFullscreenTriangleVertexPosition(input.vertexID);
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
return output;
}

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader


Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = GetFullscreenTriangleVertexPosition(input.vertexID);
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
return output;
}

4
Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl


// Generates a triangle in homogeneous clip space, s.t.
// v0 = (-1, -1, 1), v1 = (3, -1, 1), v2 = (-1, 3, 1).
float2 GetFullscreenTriangleTexcoord(uint vertexID)
float2 GetFullScreenTriangleTexcoord(uint vertexID)
{
#if UNITY_UV_STARTS_AT_TOP
return float2((vertexID << 1) & 2, 1.0 - (vertexID & 2));

}
float4 GetFullscreenTriangleVertexPosition(uint vertexID)
float4 GetFullScreenTriangleVertexPosition(uint vertexID)
{
float2 uv = float2((vertexID << 1) & 2, vertexID & 2);
return float4(uv * 2.0 - 1.0, 1.0, 1.0);

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