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Merge pull request #425 from Unity-Technologies/Detail-map-tiling-depends-on-base-tiling

HDRenderPipeline: Details map tiling depends on base tiling
/Add-support-for-light-specular-color-tint
GitHub 7 年前
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cbc1a1ee
共有 1 个文件被更改,包括 6 次插入5 次删除
  1. 11
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl

11
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl


// Apply tiling options
ADD_IDX(layerTexCoord.base).uv = TRANSFORM_TEX(uvBase, ADD_IDX(_BaseColorMap));
ADD_IDX(layerTexCoord.details).uv = TRANSFORM_TEX(uvDetails, ADD_IDX(_DetailMap));
// Detail map tiling option inherit from the tiling of the base
ADD_IDX(layerTexCoord.details).uv = TRANSFORM_TEX(TRANSFORM_TEX(uvDetails, ADD_IDX(_BaseColorMap)), ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvXZ = TRANSFORM_TEX(uvXZ, ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvXY = TRANSFORM_TEX(uvXY, ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvZY = TRANSFORM_TEX(uvZY, ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvXZ = TRANSFORM_TEX(TRANSFORM_TEX(uvXZ, ADD_IDX(_BaseColorMap)), ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvXY = TRANSFORM_TEX(TRANSFORM_TEX(uvXY, ADD_IDX(_BaseColorMap)), ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvZY = TRANSFORM_TEX(TRANSFORM_TEX(uvZY, ADD_IDX(_BaseColorMap)), ADD_IDX(_DetailMap));
#ifdef SURFACE_GRADIENT
// This part is only relevant for normal mapping with UV_MAPPING_UVSET

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