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// ===========================================================================
// WARNING:
// On PS4, texture/sampler declarations need to be outside of CBuffers
// Otherwise those parameters are not bound correctly at runtime.
// ===========================================================================
TEXTURE2D(_DistortionVectorMap);
SAMPLER(sampler_DistortionVectorMap);
TEXTURE2D(_BaseColorMap);
SAMPLER(sampler_BaseColorMap);
TEXTURE2D(_MetallicMap);
SAMPLER(sampler_MetallicMap);
TEXTURE2D(_SmoothnessAMap);
SAMPLER(sampler_SmoothnessAMap);
TEXTURE2D(_SmoothnessBMap);
SAMPLER(sampler_SmoothnessBMap);
TEXTURE2D(_EmissiveColorMap);
SAMPLER(sampler_EmissiveColorMap);
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _BaseColorMap_ST;
float4 _BaseColorMap_TexelSize;
float4 _BaseColorMap_MipInfo;
float _BaseColorMapUV;
float _Metallic;
float _MetallicMapUV;
float4 _MetallicMapChannel;
float _SmoothnessA;
float _SmoothnessAMapUV;
float4 _SmoothnessAMapChannel;
float4 _SmoothnessARemap;
float _SmoothnessB;
float _SmoothnessBUV;
float4 _SmoothnessBMapChannel;
float4 _SmoothnessBRemap;
float _LobeMix;
float _NormalScale;
float _NormalMapUV;
float4 _UVMappingMask;
float3 _EmissiveColor;
float4 _EmissiveColorMap_ST;
float _EmissiveIntensity;
float _AlbedoAffectEmissive;
float _AlphaCutoff;
float4 _DoubleSidedConstants;
float _DistortionScale;
float _DistortionVectorScale;
float _DistortionVectorBias;
float _DistortionBlurScale;
float _DistortionBlurRemapMin;
float _DistortionBlurRemapMax;
// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
// value that exist to identify if the GI emission need to be enabled.
// 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.
// TODO: Fix the code in legacy unity so we can customize the behavior for GI
float3 _EmissionColor;
CBUFFER_END