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Merge remote-tracking branch 'refs/remotes/origin/master' into Repeat-cookie-directional-light
Merge remote-tracking branch 'refs/remotes/origin/master' into Repeat-cookie-directional-light
# Conflicts: # Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl/RenderPassXR_Sandbox
sebastienlagarde
8 年前
当前提交
f12adcb0
共有 9 个文件被更改,包括 195 次插入 和 67 次删除
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88Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
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2Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset
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30Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
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38Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/shadeopaque.compute
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31Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
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2Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader
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3Assets/ScriptableRenderPipeline/ShaderLibrary/AreaLighting.hlsl
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58Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CopyStencilBuffer.shader
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10Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CopyStencilBuffer.shader.meta
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Shader "Hidden/HDRenderPipeline/CopyStencilBuffer" |
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{ |
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SubShader |
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{ |
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Pass |
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{ |
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Stencil |
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{ |
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Ref 1 // StencilLightingUsage.SplitLighting |
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Comp Equal |
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Pass Keep |
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} |
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Cull Off |
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ZTest Always |
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ZWrite Off |
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Blend Off |
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HLSLPROGRAM |
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#pragma target 4.5 |
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#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev |
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// #pragma enable_d3d11_debug_symbols |
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#pragma vertex Vert |
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#pragma fragment Frag |
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#include "../../../../ShaderLibrary/Common.hlsl" |
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#include "../../../ShaderConfig.cs.hlsl" |
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#include "../../../ShaderVariables.hlsl" |
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#include "../../../Lighting/LightDefinition.cs.hlsl" |
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struct Attributes |
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{ |
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uint vertexID : SV_VertexID; |
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}; |
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struct Varyings |
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{ |
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float4 positionCS : SV_Position; |
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}; |
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Varyings Vert(Attributes input) |
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{ |
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Varyings output; |
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); |
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return output; |
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} |
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// Should use HiS and therefore be faster than a GPU memcpy(). |
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float4 Frag(Varyings input) : SV_Target // use SV_StencilRef in D3D 11.3+ |
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{ |
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return float4(STENCILLIGHTINGUSAGE_SPLIT_LIGHTING, 0, 0, 0); |
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} |
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ENDHLSL |
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} |
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} |
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Fallback Off |
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} |
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fileFormatVersion: 2 |
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guid: 7fd941b2d9d2a39429de64bde023932c |
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timeCreated: 1499946987 |
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licenseType: Pro |
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ShaderImporter: |
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externalObjects: {} |
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defaultTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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