浏览代码

Renamed LightweightShaderLibrary folder to just ShaderLibrary and moved to root LWRP folder.

/LightweightPipelineExperimental
Felipe Lira 7 年前
当前提交
cf5bdf89
共有 8 个文件被更改,包括 18 次插入18 次删除
  1. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightBlit.shader
  2. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightCopyDepth.shader
  3. 8
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader
  4. 4
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticles.shader
  5. 4
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesUnlit.shader
  6. 8
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
  7. 4
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardTerrain.shader
  8. 4
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightUnlit.shader

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightBlit.shader


#pragma vertex Vertex
#pragma fragment Fragment
#include "LightweightShaderLibrary/Core.hlsl"
#include "LWRP/ShaderLibrary/Core.hlsl"
struct VertexInput
{

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightCopyDepth.shader


#pragma vertex vert
#pragma fragment frag
#include "LightweightShaderLibrary/Core.hlsl"
#include "LWRP/ShaderLibrary/Core.hlsl"
TEXTURE2D(_CameraDepthTexture);
SAMPLER(sampler_CameraDepthTexture);

8
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader


#pragma vertex LitPassVertex
#pragma fragment LitPassFragment
#include "LightweightPassLit.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassLit.hlsl"
ENDHLSL
}

#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "LightweightPassShadow.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl"
ENDHLSL
}

#pragma vertex vert
#pragma fragment frag
#include "LightweightShaderLibrary/Core.hlsl"
#include "LWRP/ShaderLibrary/Core.hlsl"
float4 vert(float4 pos : POSITION) : SV_POSITION
{

#pragma shader_feature _SPECGLOSSMAP
#include "LightweightPassMeta.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassMeta.hlsl"
ENDHLSL
}

4
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticles.shader


#pragma shader_feature _FADING_ON
#pragma shader_feature _REQUIRE_UV2
#include "LightweightShaderLibrary/Particles.hlsl"
#include "LightweightShaderLibrary/Lighting.hlsl"
#include "LWRP/ShaderLibrary/Particles.hlsl"
#include "LWRP/ShaderLibrary/Lighting.hlsl"
VertexOutputLit ParticlesLitVertex(appdata_particles v)
{

4
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesUnlit.shader


#pragma vertex vertParticleUnlit
#pragma fragment fragParticleUnlit
#include "LightweightShaderLibrary/Particles.hlsl"
#include "LightweightShaderLibrary/Core.hlsl"
#include "LWRP/ShaderLibrary/Particles.hlsl"
#include "LWRP/ShaderLibrary/Core.hlsl"
VertexOutputLit vertParticleUnlit(appdata_particles v)
{

8
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader


#pragma vertex LitPassVertex
#pragma fragment LitPassFragmentSimple
#include "LightweightPassLit.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassLit.hlsl"
ENDHLSL
}

#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "LightweightPassShadow.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl"
ENDHLSL
}

#pragma vertex vert
#pragma fragment frag
#include "LightweightShaderLibrary/Core.hlsl"
#include "LWRP/ShaderLibrary/Core.hlsl"
float4 vert(float4 pos : POSITION) : SV_POSITION
{

#pragma shader_feature _EMISSION
#pragma shader_feature _SPECGLOSSMAP
#include "LightweightPassMeta.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassMeta.hlsl"
ENDHLSL
}
}

4
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardTerrain.shader


#define LIGHTMAP_ON
#endif
#include "LightweightShaderLibrary/Lighting.hlsl"
#include "LWRP/ShaderLibrary/Lighting.hlsl"
CBUFFER_START(_Terrain)
half _Metallic0;

#pragma vertex vert
#pragma fragment frag
#include "LightweightShaderLibrary/Core.hlsl"
#include "LWRP/ShaderLibrary/Core.hlsl"
float4 vert(float4 pos : POSITION) : SV_POSITION
{

4
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightUnlit.shader


#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON
// Lighting include is needed because of GI
#include "LightweightShaderLibrary/Lighting.hlsl"
#include "LightweightShaderLibrary/InputSurface.hlsl"
#include "LWRP/ShaderLibrary/Lighting.hlsl"
#include "LWRP/ShaderLibrary/InputSurface.hlsl"
struct VertexInput
{

正在加载...
取消
保存