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Merge pull request #803 from Unity-Technologies/Update-tessellation-factor-limit-to-64

Update tessellation factor limit to 64
/main
GitHub 7 年前
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ea509246
共有 4 个文件被更改,包括 7 次插入3 次删除
  1. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/BaseLitUI.cs
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader
  4. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/TessellationShare.hlsl

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/BaseLitUI.cs


public static readonly string[] tessellationModeNames = Enum.GetNames(typeof(TessellationMode));
public static GUIContent tessellationText = new GUIContent("Tessellation options", "Tessellation options");
public static GUIContent tessellationFactorText = new GUIContent("Tessellation factor", "This value is the tessellation factor use for tessellation, higher mean more tessellated");
public static GUIContent tessellationFactorText = new GUIContent("Tessellation factor", "This value is the tessellation factor use for tessellation, higher mean more tessellated. Above 15 is costly. Maximum tessellation factor is 15 on XBone / PS4");
public static GUIContent tessellationFactorMinDistanceText = new GUIContent("Start fade distance", "Distance (in unity unit) at which the tessellation start to fade out. Must be inferior at Max distance");
public static GUIContent tessellationFactorMaxDistanceText = new GUIContent("End fade distance", "Maximum distance (in unity unit) to the camera where triangle are tessellated");
public static GUIContent tessellationFactorTriangleSizeText = new GUIContent("Triangle size", "Desired screen space sized of triangle (in pixel). Smaller value mean smaller triangle.");

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader


// Tessellation specific
[Enum(None, 0, Phong, 1)] _TessellationMode("Tessellation mode", Float) = 0
_TessellationFactor("Tessellation Factor", Range(0.0, 15.0)) = 4.0
_TessellationFactor("Tessellation Factor", Range(0.0, 64.0)) = 4.0
_TessellationFactorMinDistance("Tessellation start fading distance", Float) = 20.0
_TessellationFactorMaxDistance("Tessellation end fading distance", Float) = 50.0
_TessellationFactorTriangleSize("Tessellation triangle size", Float) = 100.0

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader


// Tessellation specific
[Enum(None, 0, Phong, 1)] _TessellationMode("Tessellation mode", Float) = 0
_TessellationFactor("Tessellation Factor", Range(0.0, 15.0)) = 4.0
_TessellationFactor("Tessellation Factor", Range(0.0, 64.0)) = 4.0
_TessellationFactorMinDistance("Tessellation start fading distance", Float) = 20.0
_TessellationFactorMaxDistance("Tessellation end fading distance", Float) = 50.0
_TessellationFactorTriangleSize("Tessellation triangle size", Float) = 100.0

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/TessellationShare.hlsl


#if defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL)
#else
#define MAX_TESSELLATION_FACTORS 64.0
#endif
struct TessellationFactors
{

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