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Added VERTEXID_SEMANTIC to api files. Fixed BlitCubeTextureFace shader on gles 2.0.

/main
Felipe Lira 7 年前
当前提交
e2a63632
共有 10 个文件被更改,包括 11 次插入2 次删除
  1. 3
      ScriptableRenderPipeline/Core/CoreRP/Resources/BlitCubeTextureFace.shader
  2. 1
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/D3D11.hlsl
  3. 1
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLCore.hlsl
  4. 1
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLES2.hlsl
  5. 1
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLES3.hlsl
  6. 1
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Metal.hlsl
  7. 1
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/PSSL.hlsl
  8. 1
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Vulkan.hlsl
  9. 1
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/XBoxOne.hlsl
  10. 2
      ScriptableRenderPipeline/Core/CoreRP/Shadow/Resources/DebugDisplayShadowMap.shader

3
ScriptableRenderPipeline/Core/CoreRP/Resources/BlitCubeTextureFace.shader


Cull Off
HLSLPROGRAM
#pragma prefer_hlslcc gles
#include "CoreRP/ShaderLibrary/Common.hlsl"
#pragma vertex vert

struct Attributes
{
uint vertexID : SV_VertexID;
uint vertexID : VERTEXID_SEMANTIC;
};
struct Varyings

1
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/D3D11.hlsl


#define UNITY_NEAR_CLIP_VALUE (1.0)
// This value will not go through any matrix projection conversion
#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
#define VERTEXID_SEMANTIC SV_VertexID
#define FRONT_FACE_SEMANTIC SV_IsFrontFace
#define FRONT_FACE_TYPE bool
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK))

1
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLCore.hlsl


// This value will not go through any matrix projection convertion
#define UNITY_RAW_FAR_CLIP_VALUE (1.0)
#define VERTEXID_SEMANTIC SV_VertexID
#define FRONT_FACE_SEMANTIC VFACE
#define FRONT_FACE_TYPE float
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL > 0.0) ? (FRONT) : (BACK))

1
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLES2.hlsl


// This value will not go through any matrix projection convertion
#define UNITY_RAW_FAR_CLIP_VALUE (1.0)
#define VERTEXID_SEMANTIC gl_VertexID
#define FRONT_FACE_SEMANTIC VFACE
#define FRONT_FACE_TYPE float
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL > 0.0) ? (FRONT) : (BACK))

1
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLES3.hlsl


// This value will not go through any matrix projection convertion
#define UNITY_RAW_FAR_CLIP_VALUE (1.0)
#define VERTEXID_SEMANTIC SV_VertexID
#define FRONT_FACE_SEMANTIC VFACE
#define FRONT_FACE_TYPE float
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL > 0.0) ? (FRONT) : (BACK))

1
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Metal.hlsl


#define UNITY_NEAR_CLIP_VALUE (1.0)
// This value will not go through any matrix projection conversion
#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
#define VERTEXID_SEMANTIC SV_VertexID
#define FRONT_FACE_SEMANTIC SV_IsFrontFace
#define FRONT_FACE_TYPE bool
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK))

1
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/PSSL.hlsl


#define UNITY_NEAR_CLIP_VALUE (1.0)
// This value will not go through any matrix projection convertion
#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
#define VERTEXID_SEMANTIC SV_VertexID
#define FRONT_FACE_SEMANTIC SV_IsFrontFace
#define FRONT_FACE_TYPE bool
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK))

1
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Vulkan.hlsl


#define UNITY_NEAR_CLIP_VALUE (1.0)
// This value will not go through any matrix projection conversion
#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
#define VERTEXID_SEMANTIC SV_VertexID
#define FRONT_FACE_SEMANTIC SV_IsFrontFace
#define FRONT_FACE_TYPE bool
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK))

1
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/XBoxOne.hlsl


#define UNITY_NEAR_CLIP_VALUE (1.0)
// This value will not go through any matrix projection conversion
#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
#define VERTEXID_SEMANTIC SV_VertexID
#define FRONT_FACE_SEMANTIC SV_IsFrontFace
#define FRONT_FACE_TYPE bool
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK))

2
ScriptableRenderPipeline/Core/CoreRP/Shadow/Resources/DebugDisplayShadowMap.shader


struct Attributes
{
uint vertexID : SV_VertexID;
uint vertexID : VERTEXID_SEMANTIC;
};
struct Varyings

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