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19 行
933 B
19 行
933 B
#ifndef UNITY_LIGHTING_INCLUDED
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#define UNITY_LIGHTING_INCLUDED
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// We need to define the macro used for env map evaluation based on the different architecture.
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// Like for material we have one define by architecture.
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// TODO: who setup the define for a given architecture ?
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// For now our loop looks use texture arrays (but we should support different define based on architecture).
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// NOTE: How do we support a pass with tiled forward and single forward in the same renderer (i.e with tex array and single tex)
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#define UNITY_DECLARE_ENV(tex) UNITY_DECLARE_TEXCUBEARRAY(tex)
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#define UNITY_ARGS_ENV(tex) UNITY_ARGS_TEXCUBEARRAY(tex)
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#define UNITY_PASS_ENV(tex) UNITY_PASS_TEXCUBEARRAY(tex)
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#define UNITY_SAMPLE_ENV_LOD(tex,coord,lod) UNITY_SAMPLE_TEXCUBEARRAY_LOD(tex,coord,lod)
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Material.hlsl"
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#include "LightingForward.hlsl"
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#endif // UNITY_LIGHTING_INCLUDED
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