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LWRP: SRP batcher compatibility

/main
Arnaud Carre 7 年前
当前提交
d5ff0590
共有 3 个文件被更改,包括 8 次插入15 次删除
  1. 8
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightShaderLibrary/Input.hlsl
  2. 13
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightShaderLibrary/InputBuiltin.hlsl
  3. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightShaderLibrary/InputSurface.hlsl

8
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightShaderLibrary/Input.hlsl


half4 _AdditionalLightSpotAttenuation[MAX_VISIBLE_LIGHTS];
CBUFFER_END
// These are set internally by the engine upon request by RendererConfiguration.
// Check GetRendererSettings in LightweightPipeline.cs
CBUFFER_START(_PerObject)
half4 unity_LightIndicesOffsetAndCount;
half4 unity_4LightIndices0;
half4 unity_4LightIndices1;
CBUFFER_END
#define UNITY_MATRIX_M unity_ObjectToWorld
#define UNITY_MATRIX_I_M unity_WorldToObject
#define UNITY_MATRIX_V unity_MatrixV

13
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightShaderLibrary/InputBuiltin.hlsl


// ----------------------------------------------------------------------------
CBUFFER_START(UnityPerDraw : register(b0))
#ifdef UNITY_USE_PREMULTIPLIED_MATRICES
float4x4 glstate_matrix_mvp;
float4x4 glstate_matrix_modelview0;
float4x4 glstate_matrix_invtrans_modelview0;
#endif
CBUFFER_START(UnityPerDraw)
float4x4 unity_ObjectToWorld;
float4x4 unity_WorldToObject;

// HDR environment map decode instructions
half4 unity_SpecCube0_HDR;
// These are set internally by the engine upon request by RendererConfiguration.
// Check GetRendererSettings in LightweightPipeline.cs
half4 unity_LightIndicesOffsetAndCount;
half4 unity_4LightIndices0;
half4 unity_4LightIndices1;
CBUFFER_END

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightShaderLibrary/InputSurface.hlsl


#define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv)
#endif
CBUFFER_START(MaterialProperties)
CBUFFER_START(UnityPerMaterial)
half4 _MainTex_ST;
half4 _Color;
half _Cutoff;

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