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#ifndef UNITY_LIGHTING_INCLUDED
#define UNITY_LIGHTING_INCLUDED
#include "../../Core/ShaderLibrary/CommonLighting.hlsl"
#include "../../Core/ShaderLibrary/CommonShadow.hlsl"
#include "../../Core/ShaderLibrary/Sampling.hlsl"
#include "../../Core/ShaderLibrary/AreaLighting.hlsl"
#include "../../Core/ShaderLibrary/ImageBasedLighting.hlsl"
// The light loop (or lighting architecture) is in charge to:
// - Define light list
// - Define the light loop
// - Setup the constant/data
// - Do the reflection hierarchy
// - Provide sampling function for shadowmap, ies, cookie and reflection (depends on the specific use with the light loops like index array or atlas or single and texture format (cubemap/latlong))
#define HAS_LIGHTLOOP // Allow to not define LightLoop related function in Material.hlsl
#include "../Lighting/LightDefinition.cs.hlsl"
#include "../Lighting/LightUtilities.hlsl"
#define SHADOW_TILEPASS
#include "../../Core/ShaderLibrary/Shadow/Shadow.hlsl"
#undef SHADOW_TILEPASS
#if defined(LIGHTLOOP_SINGLE_PASS) || defined(LIGHTLOOP_TILE_PASS)
#include "../Lighting/TilePass/TilePass.hlsl"
#endif
// Shadow use samling function define in header above and must be include before Material.hlsl
#include "../Material/Material.hlsl"
// LightLoop use evaluation BSDF function for light type define in Material.hlsl
#if defined(LIGHTLOOP_SINGLE_PASS) || defined(LIGHTLOOP_TILE_PASS)
#include "../Lighting/TilePass/TilePassLoop.hlsl"
#endif
#endif // UNITY_LIGHTING_INCLUDED