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18 行
1.5 KiB
18 行
1.5 KiB
// There is two kind of lighting architectures.
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// Those that are control from inside the "Material".shader with "Pass" concept like forward lighting. Call later forward lighting architecture.
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// Those that are control outside the "Material".shader in a "Lighting".shader like deferred lighting. Call later deferred lighting architecture.
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// When dealing with deferred lighting architecture, the renderPipeline is in charge to call the correct .shader.
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// renderPipeline can do multiple call of various deferred lighting architecture.
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// (Note: enabled variant for deferred lighting architecture are in deferred.shader)
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// When dealing with forward lighting architecture, the renderPipeline must specify a shader pass (like "forward") but it also need
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// to specify which variant of the forward lighting architecture he want (with cmd.EnableShaderKeyword()).
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// The purpose of the following pragma is to define the variant available for "Forward" Pass in "Material".shader.
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// If only one keyword is present it mean that only one type of forward lighting architecture is supported.
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// Must match name in GetKeyword() method of forward lighting architecture .cs file
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// #pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS -> can't use a pragma from include... (for now)
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// For forward transparent are always cluster and opaque can be either cluster or fptl (sadly we have no to do multicompile only if opaque)
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// Moreover, we would like to do it only for LIGHTLOOP_TILE_PASS variant...
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// #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
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