浏览代码
Added an option in Lighting debug to display the sky reflection probe cubemap.
/Branch_Batching2
Added an option in Lighting debug to display the sky reflection probe cubemap.
/Branch_Batching2
Julien Ignace
8 年前
当前提交
d11b8e6e
共有 7 个文件被更改,包括 136 次插入 和 13 次删除
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4Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs
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19Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
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39Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
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2Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs
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15Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl
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60Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayLatlong.shader
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10Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayLatlong.shader.meta
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Shader "Hidden/HDRenderPipeline/DebugDisplayLatlong" |
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{ |
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SubShader |
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{ |
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Pass |
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{ |
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ZWrite Off |
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ZTest Off |
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Blend One Zero |
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Cull Off |
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HLSLPROGRAM |
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#pragma target 4.5 |
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#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev |
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#pragma vertex Vert |
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#pragma fragment Frag |
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#include "ShaderLibrary/Common.hlsl" |
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#include "ShaderLibrary/ImageBasedLighting.hlsl" |
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TEXTURECUBE(_InputCubemap); |
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SAMPLERCUBE(sampler_InputCubemap); |
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float _Mipmap; |
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struct Attributes |
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{ |
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uint vertexID : SV_VertexID; |
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}; |
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struct Varyings |
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{ |
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float4 positionCS : SV_POSITION; |
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float2 texcoord : TEXCOORD0; |
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}; |
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Varyings Vert(Attributes input) |
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{ |
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Varyings output; |
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); |
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output.texcoord = GetFullScreenTriangleTexcoord(input.vertexID);// *_TextureScaleBias.xy + _TextureScaleBias.zw; |
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return output; |
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} |
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float4 Frag(Varyings input) : SV_Target |
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{ |
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uint width, height, depth, mipCount; |
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width = height = depth = mipCount = 0; |
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_InputCubemap.GetDimensions(width, height, depth, mipCount); |
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mipCount = clamp(mipCount, 0, UNITY_SPECCUBE_LOD_STEPS); |
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return SAMPLE_TEXTURECUBE_LOD(_InputCubemap, sampler_InputCubemap, LatlongToDirectionCoordinate(input.texcoord.xy), _Mipmap * mipCount); |
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} |
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ENDHLSL |
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} |
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} |
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Fallback Off |
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} |
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fileFormatVersion: 2 |
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guid: c1d1d149a043a5349ba367da6c2051ba |
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timeCreated: 1476053153 |
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licenseType: Pro |
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ShaderImporter: |
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defaultTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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