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HDRenderPipeline: Update project settings + coment #pragma for shader debug to lower memory usage

/RenderPassXR_Sandbox
sebastienlagarde 7 年前
当前提交
f11eea5a
共有 5 个文件被更改,包括 25 次插入21 次删除
  1. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/lightlistbuild.compute
  2. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/shadeopaque.compute
  3. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader
  4. 38
      ProjectSettings/ProjectSettings.asset
  5. 2
      ProjectSettings/ProjectVersion.txt

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/lightlistbuild.compute


#pragma kernel TileLightListGen_FeatureFlags LIGHTLISTGEN=TileLightListGen_FeatureFlags USE_FEATURE_FLAGS
#pragma kernel TileLightListGen_SrcBigTile_FeatureFlags LIGHTLISTGEN=TileLightListGen_SrcBigTile_FeatureFlags USE_TWO_PASS_TILED_LIGHTING USE_FEATURE_FLAGS
#pragma #pragma enable_d3d11_debug_symbols
//#pragma #pragma enable_d3d11_debug_symbols
#include "../../../ShaderLibrary/common.hlsl"
#include "ShaderBase.hlsl"

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/shadeopaque.compute


#pragma kernel ShadeOpaque_Indirect_Clustered_Variant14 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant14 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=14
#pragma kernel ShadeOpaque_Indirect_Clustered_Variant15 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant15 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=15
#pragma #pragma enable_d3d11_debug_symbols
//#pragma #pragma enable_d3d11_debug_symbols
// Split lighting is required for the SSS pass.
// Not currently possible since we need to access the stencil buffer from the compute shader.

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#pragma enable_d3d11_debug_symbols
// #pragma enable_d3d11_debug_symbols
#pragma vertex Vert
#pragma fragment Frag

38
ProjectSettings/ProjectSettings.asset


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2
ProjectSettings/ProjectVersion.txt


m_EditorVersion: 2017.2.0a2
m_EditorVersion: 2017.2.0a3
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