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Split the surface UnityPerMaterial CB into three (common, simple lighting and PBS).

/tag-1.1.4-preview
Felipe Lira 6 年前
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edcbd827
共有 1 个文件被更改,包括 8 次插入2 次删除
  1. 10
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurface.hlsl

10
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurface.hlsl


#define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_MetallicGlossMap, sampler_MetallicGlossMap, uv)
#endif
CBUFFER_START(UnityPerMaterial)
CBUFFER_START(UnityPerMaterial_Common)
CBUFFER_END
CBUFFER_START(UnityPerMaterial_Simple)
half _Shininess;
CBUFFER_END
CBUFFER_START(UnityPerMaterial_PBS)
half _Shininess;
CBUFFER_END
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);

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