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HDRenderPipeline; Clean include of Color.hlsl

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Sebastien Lagarde 7 年前
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d6a7fcd6
共有 6 个文件被更改,包括 5 次插入8 次删除
  1. 3
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewMaterialGBuffer.shader
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/builddispatchindirect.compute
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl
  4. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky/Resources/SkyBlacksmith.shader
  5. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
  6. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/ProceduralSky.shader

3
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewMaterialGBuffer.shader


#pragma multi_compile _ SHADOWS_SHADOWMASK
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Color.hlsl"
// CAUTION: In case deferred lighting need to support various lighting model statically, we will require to do multicompile with different define like UNITY_MATERIAL_LIT
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl

#include "../Material/Material.hlsl"
#ifdef SHADOWS_SHADOWMASK
TEXTURE2D(_ShadowMaskTexture);
#endif

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/builddispatchindirect.compute


#pragma kernel BuildDispatchIndirect
#include "ShaderLibrary/Common.hlsl"
#include "LightLoop.cs.hlsl"
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl

2
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl


#error SHADERPASS_is_not_correctly_define
#endif
#include "ShaderLibrary/Color.hlsl"
CBUFFER_START(UnityMetaPass)
// x = use uv1 as raster position
// y = use uv2 as raster position

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky/Resources/SkyBlacksmith.shader


#pragma multi_compile _ ATMOSPHERICS_DEBUG
#pragma multi_compile _ PERFORM_SKY_OCCLUSION_TEST
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/CommonLighting.hlsl"
#include "../../../ShaderVariables.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader


#pragma target 4.5
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/CommonLighting.hlsl"
TEXTURECUBE(_Cubemap);

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/ProceduralSky.shader


#pragma multi_compile _ _ENABLE_SUN_DISK
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/CommonLighting.hlsl"
float4 _SkyParam; // x exposure, y multiplier, z rotation

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