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Fix various C sharp and shader warning

/main
sebastienlagarde 6 年前
当前提交
f6e93052
共有 6 个文件被更改,包括 18 次插入6 次删除
  1. 1
      ScriptableRenderPipeline/Core/CoreRP/Editor/CoreEditorDrawers.cs
  2. 2
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/GeometricTools.hlsl
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.compute
  4. 17
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
  5. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
  6. 1
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/011_UnlitSprites/Scripts/Oscilate.cs

1
ScriptableRenderPipeline/Core/CoreRP/Editor/CoreEditorDrawers.cs


AnimBoolGetter m_IsExpanded;
string m_Title;
FoldoutOption m_Options;
bool m_Animate;
bool animate { get { return (m_Options & FoldoutOption.Animate) != 0; } }
bool indent { get { return (m_Options & FoldoutOption.Indent) != 0; } }

2
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/GeometricTools.hlsl


// This simplified version assume that we care about the result only when we are inside the box
float IntersectRayAABBSimple(float3 start, float3 dir, float3 boxMin, float3 boxMax)
{
float3 invDir = 1.0 / dir;
float3 invDir = rcp(dir);
// Find the ray intersection with box plane
float3 rbmin = (boxMin - start) * invDir;

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.compute


// #pragma enable_d3d11_debug_symbols
#define SHADOW_USE_ONLY_VIEW_BASED_BIASING 1 // We don't use normal biasing as it is not available when doing volumetric
#include "../../ShaderPass/ShaderPass.cs.hlsl"
#define SHADERPASS SHADERPASS_VOLUMETRIC_LIGHTING

17
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl


float3x3 ltcTransformCoat; // Inverse transformation for GGX (4x VGPRs)
float ltcMagnitudeCoatFresnel;
#if HAS_REFRACTION
#endif
ZERO_INITIALIZE(PreLightData, preLightData);
// Don't init to zero to allow to track warning about uninitialized data
float3 N = bsdfData.normalWS;
preLightData.NdotV = dot(N, V);

ltcGGXFresnelMagnitude = ltcMagnitude.g;
preLightData.ltcMagnitudeCoatFresnel = (CLEAR_COAT_F0 * ltcGGXFresnelMagnitudeDiff + ltcGGXFresnelMagnitude) * bsdfData.coatMask;
}
else
{
preLightData.ltcTransformCoat = 0.0;
preLightData.ltcMagnitudeCoatFresnel = 0.0;
}
#ifdef REFRACTION_MODEL
#if HAS_REFRACTION
RefractionModelResult refraction = REFRACTION_MODEL(V, posInput, bsdfData);
preLightData.transparentRefractV = refraction.rayWS;
preLightData.transparentPositionWS = refraction.positionWS;

float3 R = preLightData.iblR;
#if HAS_REFRACTION
#endif
// Note: using influenceShapeType and projectionShapeType instead of (lightData|proxyData).shapeType allow to make compiler optimization in case the type is know (like for sky)
EvaluateLight_EnvIntersection(positionWS, bsdfData.normalWS, lightData, influenceShapeType, R, weight);

// Can't attenuate diffuse lighting here, may try to apply something on bakeLighting in PostEvaluateBSDF
}
}
#if HAS_REFRACTION
else
{
// No clear coat support with refraction

envLighting = (1.0 - F) * preLD.rgb * preLightData.transparentTransmittance;
}
#endif
#endif // LIT_DISPLAY_REFERENCE_IBL

if (GPUImageBasedLightingType == GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION)
lighting.specularReflected = envLighting;
#if HAS_REFRACTION
#endif
return lighting;
}

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs


private RenderTargetIdentifier m_CopyColorRT;
private RenderTargetIdentifier m_DepthRT;
private RenderTargetIdentifier m_CopyDepth;
private RenderTargetIdentifier m_Color;
private float[] m_OpaqueScalerValues = {1.0f, 0.5f, 0.25f, 0.25f};
private float m_RenderScale;

1
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/011_UnlitSprites/Scripts/Oscilate.cs


private float elapsed;
Vector3 startPosition;
private float time;
void Start()
{

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