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52 行
2.0 KiB
52 行
2.0 KiB
using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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public partial class Decal
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{
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// Main structure that store the user data (i.e user input of master node in material graph)
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[GenerateHLSL(PackingRules.Exact, false, true, 10000)]
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public struct DecalSurfaceData
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{
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[SurfaceDataAttributes("Base Color", false, true)]
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public Vector4 baseColor;
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[SurfaceDataAttributes("Normal", true)]
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public Vector4 normalWS;
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[SurfaceDataAttributes("Mask", true)]
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public Vector4 mask;
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[SurfaceDataAttributes("HTileMask")]
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public uint HTileMask;
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};
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[GenerateHLSL(PackingRules.Exact)]
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public enum DBufferMaterial
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{
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// Note: This count doesn't include the velocity buffer. On shader and csharp side the velocity buffer will be added by the framework
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Count = 3
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};
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[GenerateHLSL(PackingRules.Exact)]
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public enum DBufferHTileBit
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{
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Diffuse = 1,
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Normal = 2,
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Mask = 4
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};
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//-----------------------------------------------------------------------------
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// DBuffer management
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//-----------------------------------------------------------------------------
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// should this be combined into common class shared with Lit.cs???
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static public int GetMaterialDBufferCount() { return (int)DBufferMaterial.Count; }
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static RenderTextureFormat[] m_RTFormat = { RenderTextureFormat.ARGB32, RenderTextureFormat.ARGB32, RenderTextureFormat.ARGB32 };
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static RenderTextureReadWrite[] m_RTReadWrite = { RenderTextureReadWrite.sRGB, RenderTextureReadWrite.Linear, RenderTextureReadWrite.Linear };
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static public void GetMaterialDBufferDescription(out RenderTextureFormat[] RTFormat, out RenderTextureReadWrite[] RTReadWrite)
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{
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RTFormat = m_RTFormat;
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RTReadWrite = m_RTReadWrite;
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}
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}
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}
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