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shader compile fixes

/fptl_cleanup
runes 7 年前
当前提交
d83f9aa3
共有 5 个文件被更改,包括 5 次插入5 次删除
  1. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl
  2. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl
  3. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassGBuffer.hlsl
  4. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl
  5. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassVelocity.hlsl

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.unPositionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw, uint2(input.unPositionSS.xy) / GetTileSize());
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw, uint2(0, 0));
UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.unPositionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw, uint2(input.unPositionSS.xy) / GetTileSize());
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw, uint2(0, 0));
UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassGBuffer.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.unPositionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw, uint2(input.unPositionSS.xy) / GetTileSize());
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw, uint2(0, 0));
UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.unPositionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw, uint2(input.unPositionSS.xy) / GetTileSize());
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw, uint2(0, 0));
// No position and depth in case of light transport
float3 V = float3(0, 0, 1); // No vector view in case of light transport

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassVelocity.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.unPositionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw, uint2(input.unPositionSS.xy) / GetTileSize());
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw, uint2(0, 0));
UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);

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