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HDRenderPipeline: Plenty of other fix - shader compiler crash with internal error for tesselation

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sebastienlagarde 8 年前
当前提交
f0a158b3
共有 11 个文件被更改,包括 16 次插入14 次删除
  1. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.asset.meta
  2. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTessellation.hlsl
  3. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassDebugViewMaterial.hlsl
  4. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl
  5. 3
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassDistortion.hlsl
  6. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl
  7. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl
  8. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassGBuffer.hlsl
  9. 3
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassVelocity.hlsl
  10. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/VaryingMesh.hlsl
  11. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/VertMesh.hlsl

2
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.asset.meta


fileFormatVersion: 2
guid: e185fecca3c73cd47a09f1092663ef32
timeCreated: 1483606455
timeCreated: 1484329328
licenseType: Pro
NativeFormatImporter:
userData:

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTessellation.hlsl


float2(0.0, 0.0),
#endif
input.positionWS,
#ifdef VARYINGS_DS_NEED_NORMAL
#else
float3(0.0, 0.0, 1.0),
#endif
layerTexCoord);
// TODO: For now just use Layer0, but we are suppose to apply the same heightmap blending than in the pixel shader

2
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassDebugViewMaterial.hlsl


#error SHADERPASS_is_not_correctly_define
#endif
#include "TessellationShare.hlsl"
#include "TessellationShare.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)
{

2
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl


#error SHADERPASS_is_not_correctly_define
#endif
#include "TessellationShare.hlsl"
#include "TessellationShare.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)
{

3
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassDistortion.hlsl


#error SHADERPASS_is_not_correctly_define
#endif
#include "VertMesh.hlsl"
#include "VertMesh.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)
{

2
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl


#error SHADERPASS_is_not_correctly_define
#endif
#include "TessellationShare.hlsl"
#include "TessellationShare.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)
{

2
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl


#error SHADERPASS_is_not_correctly_define
#endif
#include "TessellationShare.hlsl"
#include "TessellationShare.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)
{

2
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassGBuffer.hlsl


#error SHADERPASS_is_not_correctly_define
#endif
#include "TessellationShare.hlsl"
#include "TessellationShare.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)
{

3
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassVelocity.hlsl


#error SHADERPASS_is_not_correctly_define
#endif
#include "TessellationShare.hlsl"
// Available semantic start from TEXCOORD4
struct AttributesPass
{

// We will use custom attributes for this pass
#define VARYINGS_NEED_PASS
#include "VertMesh.hlsl"
#include "TessellationShare.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh,
AttributesPass inputPass)

4
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/VaryingMesh.hlsl


};
// Functions to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions
PackedVaryingsMeshToDS PackVaryingsMeshToDS(VaryingsDS input)
PackedVaryingsMeshToDS PackVaryingsMeshToDS(VaryingsMeshToDS input)
{
PackedVaryingsMeshToDS output;

VaryingsMeshToDS UnpackVaryingsMeshToDS(PackedVaryingsMeshToDS input)
{
VaryingsDS output;
VaryingsMeshToDS output;
output.positionWS = input.interpolators0;
#ifdef VARYINGS_DS_NEED_NORMAL

4
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/VertMesh.hlsl


struct PackedVaryingsToDS
{
PackedVaryingsDS vmesh;
PackedVaryingsToDS vmesh;
PackedVaryingsPassDS vpass;
PackedVaryingsPassToDS vpass;
#endif
};

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