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Fixed shader compilation on PS4

/RenderPassXR_Sandbox
Julien Ignace 8 年前
当前提交
f7e74b01
共有 1 个文件被更改,包括 2 次插入2 次删除
  1. 4
      Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/ShadowAlgorithms.hlsl

4
Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/ShadowAlgorithms.hlsl


ShadowData sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex];
// normal based bias
float3 orig_pos = positionWS;
float orig_payloadOffset = payloadOffset;
uint orig_payloadOffset = payloadOffset;
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex] * sd.texelSizeRcp.zw, sd.normalBias );
// get shadowmap texcoords
float3 posNDC;

ShadowData sd = shadowContext.shadowDatas[index + 1 + shadowSplitIndex]; \
/* normal based bias */ \
float3 orig_pos = positionWS; \
float orig_payloadOffset = payloadOffset; \
uint orig_payloadOffset = payloadOffset; \
positionWS += EvalShadow_NormalBias( normalWS, saturate( dot( normalWS, L ) ), scales[shadowSplitIndex] * sd.texelSizeRcp.zw, sd.normalBias ); \
/* get shadowmap texcoords */ \
float3 posNDC; \

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