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Roll back to 8 SSS profiles since our PS4 impl. doesn't support arrays of size 1024

/RenderPassXR_Sandbox
Evgenii Golubev 8 年前
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e5738ffb
共有 5 个文件被更改,包括 7 次插入7 次删除
  1. 2
      Assets/ScriptableRenderPipeline/Core/Shadow/ShadowBase.cs.hlsl
  2. 2
      Assets/ScriptableRenderPipeline/Fptl/LightDefinitions.cs.hlsl
  3. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
  4. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs
  5. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs.hlsl

2
Assets/ScriptableRenderPipeline/Core/Shadow/ShadowBase.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderPipeline/common/Shadow/ShadowBase.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderPipeline/Core/Shadow/ShadowBase.cs. Please don't edit by hand.
//
#ifndef SHADOWBASE_CS_HLSL

2
Assets/ScriptableRenderPipeline/Fptl/LightDefinitions.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderPipeline/Fptl/LightDefinitions.cs. Please don't edit by hand.
//
#ifndef LIGHTDEFINITIONS_CS_HLSL

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs


// Subsurface Scattering Settings
public readonly GUIContent[] sssProfiles = new GUIContent[SssConstants.SSS_N_PROFILES - 1] { new GUIContent("Profile #1"), new GUIContent("Profile #2"), new GUIContent("Profile #3"), new GUIContent("Profile #4"), new GUIContent("Profile #5"),
new GUIContent("Profile #6"), new GUIContent("Profile #7"), new GUIContent("Profile #8"), new GUIContent("Profile #9"), new GUIContent("Profile #10"),
new GUIContent("Profile #11"), new GUIContent("Profile #12"), new GUIContent("Profile #13"), new GUIContent("Profile #14"), new GUIContent("Profile #15") };
new GUIContent("Profile #6"), new GUIContent("Profile #7")/*, new GUIContent("Profile #8"), new GUIContent("Profile #9"), new GUIContent("Profile #10"),
new GUIContent("Profile #11"), new GUIContent("Profile #12"), new GUIContent("Profile #13"), new GUIContent("Profile #14"), new GUIContent("Profile #15")*/ };
public readonly GUIContent sssNumProfiles = new GUIContent("Number of profiles");
// Tile pass Settings

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs


[GenerateHLSL]
public class SssConstants
{
public const int SSS_N_PROFILES = 16; // Max. number of profiles, including the slot taken by the neutral profile
public const int SSS_N_PROFILES = 8; // Max. number of profiles, including the slot taken by the neutral profile
public const int SSS_NEUTRAL_PROFILE_ID = SSS_N_PROFILES - 1; // Does not result in blurring
public const int SSS_N_SAMPLES_NEAR_FIELD = 55; // Used for extreme close ups; must be a Fibonacci number
public const int SSS_N_SAMPLES_FAR_FIELD = 34; // Used at a regular distance; must be a Fibonacci number

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs.hlsl


//
// UnityEngine.Experimental.Rendering.HDPipeline.SssConstants: static fields
//
#define SSS_N_PROFILES (16)
#define SSS_NEUTRAL_PROFILE_ID (15)
#define SSS_N_PROFILES (8)
#define SSS_NEUTRAL_PROFILE_ID (7)
#define SSS_N_SAMPLES_NEAR_FIELD (55)
#define SSS_N_SAMPLES_FAR_FIELD (34)
#define SSS_TRSM_MODE_NONE (0)

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