您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
17 行
1.5 KiB
17 行
1.5 KiB
// There is two kind of lighting architectures.
|
|
// Those that are control from inside the "Material".shader with "Pass" concept like forward lighting. Call later forward lighting architecture.
|
|
// Those that are control outside the "Material".shader in a "Lighting".shader like deferred lighting. Call later deferred lighting architecture.
|
|
|
|
// When dealing with deferred lighting architecture, the renderloop is in charge to call the correct .shader.
|
|
// RenderLoop can do multiple call of various deferred lighting architecture.
|
|
// (Note: enabled variant for deferred lighting architecture are in deferred.shader)
|
|
// When dealing with forward lighting architecture, the renderloop must specify a shader pass (like "forward") but it also need
|
|
// to specify which variant of the forward lighting architecture he want (with cmd.EnableShaderKeyword()).
|
|
// Renderloop can suppose dynamically switching from regular forward to tile forward for example within the same "Forward" pass.
|
|
|
|
// The purpose of the following pragma is to define the variant available for "Forward" Pass in "Material".shader.
|
|
// If only one keyword is present it mean that only one type of forward lighting architecture is supported.
|
|
|
|
// Must match name in GetKeyword() method of forward lighting architecture .cs file
|
|
// #pragma multi_compile LIGHTLOOP_SINGLE_PASS -> can't use a pragma from include... (for now)
|
|
// #pragma multi_compile SHADOWFILTERING_FIXED_SIZE_PCF -> can't use a pragma from include... (for now)
|