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Move the samplers from Lit.hlsl to ShaderVariables.hlsl

/namespace
Evgenii Golubev 7 年前
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f0008026
共有 2 个文件被更改,包括 8 次插入4 次删除
  1. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  2. 8
      ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl

4
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


// #define LIT_DIFFUSE_LAMBERT_BRDF
#define LIT_USE_GGX_ENERGY_COMPENSATION
// Sampler use by area light, gaussian pyramid, ambient occlusion etc...
SamplerState s_linear_clamp_sampler;
SamplerState s_trilinear_clamp_sampler;
// Rough refraction texture
// Color pyramid (width, height, lodcount, Unused)
TEXTURE2D(_GaussianPyramidColorTexture);

8
ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl


// ----------------------------------------------------------------------------
// These are the samplers available in the HDRenderPipeline.
// Avoid declaring extra samplers as they are 4x SGPR each on GCN.
SAMPLER(s_linear_clamp_sampler);
SAMPLER(s_linear_repeat_sampler);
SAMPLER(s_trilinear_clamp_sampler);
// ----------------------------------------------------------------------------
TEXTURE2D_FLOAT(_MainDepthTexture);
SAMPLER(sampler_MainDepthTexture);

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