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45 行
1.4 KiB
45 行
1.4 KiB
// ===========================================================================
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// WARNING:
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// On PS4, texture/sampler declarations need to be outside of CBuffers
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// Otherwise those parameters are not bound correctly at runtime.
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// ===========================================================================
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TEXTURE2D(_DistortionVectorMap);
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SAMPLER(sampler_DistortionVectorMap);
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TEXTURE2D(_EmissiveColorMap);
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SAMPLER(sampler_EmissiveColorMap);
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TEXTURE2D(_BaseColorMap);
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SAMPLER(sampler_BaseColorMap);
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseColor;
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float4 _BaseColorMap_ST;
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float4 _BaseColorMap_TexelSize;
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float4 _BaseColorMap_MipInfo;
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float3 _EmissiveColor;
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float4 _EmissiveColorMap_ST;
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float _EmissiveIntensity;
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float _AlbedoAffectEmissive;
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float _AlphaCutoff;
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float4 _DoubleSidedConstants;
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float _DistortionScale;
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float _DistortionVectorScale;
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float _DistortionVectorBias;
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float _DistortionBlurScale;
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float _DistortionBlurRemapMin;
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float _DistortionBlurRemapMax;
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// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
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// value that exist to identify if the GI emission need to be enabled.
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// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it.
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// TODO: Fix the code in legacy unity so we can customize the behavior for GI
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float3 _EmissionColor;
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CBUFFER_END
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