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// Include |
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//------------------------------------------------------------------------------------- |
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#include "ShaderLibrary/common.hlsl" |
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#include "ShaderLibrary/tessellation.hlsl" |
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#include "HDRenderPipeline/ShaderConfig.cs.hlsl" |
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#include "HDRenderPipeline/ShaderVariables.hlsl" |
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#include "HDRenderPipeline/ShaderPass/FragInputs.hlsl" |
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#include "HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl" |
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#include "../../../ShaderLibrary/common.hlsl" |
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#include "../../../ShaderLibrary/tessellation.hlsl" |
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#include "../../ShaderConfig.cs.hlsl" |
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#include "../../ShaderVariables.hlsl" |
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#include "../../ShaderPass/FragInputs.hlsl" |
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#include "../../ShaderPass/ShaderPass.cs.hlsl" |
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//------------------------------------------------------------------------------------- |
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// variable declaration |
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// variable declaration |
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//------------------------------------------------------------------------------------- |
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#include "HDRenderPipeline/Material/Lit/LitProperties.hlsl" |
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#include "../../Material/Lit/LitProperties.hlsl" |
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// All our shaders use same name for entry point |
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#pragma vertex Vert |
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#define LIGHTING_DEBUG |
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#define SHADERPASS SHADERPASS_GBUFFER |
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#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl" |
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#include "HDRenderPipeline/Debug/DebugLighting.hlsl" |
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#include "../../Debug/HDRenderPipelineDebug.cs.hlsl" |
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#include "../../Debug/DebugLighting.hlsl" |
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#include "../../Material/Material.hlsl" |
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#include "../Lit/ShaderPass/LitSharePass.hlsl" |
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#include "../Lit/LitData.hlsl" |
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#define LIGHTING_DEBUG |
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#define SHADERPASS SHADERPASS_FORWARD |
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#include "../../Lighting/Forward.hlsl" |
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#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl" |
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#include "HDRenderPipeline/Debug/DebugLighting.hlsl" |
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#include "../../Debug/HDRenderPipelineDebug.cs.hlsl" |
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#include "../../Debug/DebugLighting.hlsl" |
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// TEMP until pragma work in include |
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#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS |
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