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HDRenderLoop: Remove Assets/ScriptableRenderLoop/ShaderLibrary from header path

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sebastienlagarde 8 年前
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fb24c2f6
共有 7 个文件被更改,包括 17 次插入17 次删除
  1. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterialGBuffer.shader
  2. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLit.shader
  3. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.shader
  4. 4
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/PreIntegratedFGD.shader
  5. 18
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Material.hlsl
  6. 4
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/PostProcess/FinalPass.shader
  7. 2
      ProjectSettings/QualitySettings.asset

2
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterialGBuffer.shader


#pragma vertex VertDeferred
#pragma fragment FragDeferred
#include "Assets/ScriptableRenderLoop/ShaderLibrary/Color.hlsl"
#include "Color.hlsl"
// CAUTION: In case deferred lighting need to support various lighting model statically, we will require to do multicompile with different define like UNITY_MATERIAL_LIT
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Lighting.hlsl" // This include Material.hlsl

2
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLit.shader


#pragma vertex VertDefault
#pragma fragment FragDebug
#include "Assets/ScriptableRenderLoop/ShaderLibrary/Color.hlsl"
#include "Color.hlsl"
int _DebugViewMaterial;

2
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.shader


#pragma vertex VertDefault
#pragma fragment FragDebug
#include "Assets/ScriptableRenderLoop/ShaderLibrary/Color.hlsl"
#include "Color.hlsl"
int _DebugViewMaterial;

4
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/PreIntegratedFGD.shader


#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
#include "Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl"
#include "Assets/ScriptableRenderLoop/ShaderLibrary/ImageBasedLighting.hlsl"
#include "Common.hlsl"
#include "ImageBasedLighting.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl"

18
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Material.hlsl


#ifndef UNITY_MATERIAL_INCLUDED
#define UNITY_MATERIAL_INCLUDED
#include "Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl"
#include "Assets/ScriptableRenderLoop/ShaderLibrary/Packing.hlsl"
#include "Assets/ScriptableRenderLoop/ShaderLibrary/BSDF.hlsl"
#include "Assets/ScriptableRenderLoop/ShaderLibrary/CommonLighting.hlsl"
#include "Assets/ScriptableRenderLoop/ShaderLibrary/Sampling.hlsl"
#include "Assets/ScriptableRenderLoop/ShaderLibrary/AreaLighting.hlsl"
#include "Assets/ScriptableRenderLoop/ShaderLibrary/ImageBasedLighting.hlsl"
#include "Assets/ScriptableRenderLoop/ShaderLibrary/Debug.hlsl"
#include "Assets/ScriptableRenderLoop/ShaderLibrary/GeometricTools.hlsl"
#include "Common.hlsl"
#include "Packing.hlsl"
#include "BSDF.hlsl"
#include "CommonLighting.hlsl"
#include "Sampling.hlsl"
#include "AreaLighting.hlsl"
#include "ImageBasedLighting.hlsl"
#include "Debug.hlsl"
#include "GeometricTools.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderConfig.cs"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs.hlsl"

4
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/PostProcess/FinalPass.shader


#pragma fragment Frag
#pragma target 5.0
#include "Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl"
#include "Assets/ScriptableRenderLoop/ShaderLibrary/Color.hlsl"
#include "Common.hlsl"
#include "Color.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl"
UNITY_DECLARE_TEX2D(_MainTex);

2
ProjectSettings/QualitySettings.asset


shadowCascade4Split: {x: 0.021409363, y: 0.051549375, z: 0.07213539}
blendWeights: 4
textureQuality: 0
anisotropicTextures: 2
anisotropicTextures: 1
antiAliasing: 0
softParticles: 1
softVegetation: 1

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