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32 行
1.7 KiB
32 行
1.7 KiB
#ifdef SHADER_VARIABLES_INCLUDE_CB
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// Buffer pyramid
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float4 _ColorPyramidSize; // (x,y) = Actual Pixel Size, (z,w) = 1 / Actual Pixel Size
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float4 _DepthPyramidSize; // (x,y) = Actual Pixel Size, (z,w) = 1 / Actual Pixel Size
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float4 _CameraMotionVectorsSize; // (x,y) = Actual Pixel Size, (z,w) = 1 / Actual Pixel Size
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float4 _ColorPyramidScale; // (x,y) = Screen Scale, z = lod count, w = unused
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float4 _DepthPyramidScale; // (x,y) = Screen Scale, z = lod count, w = unused
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float4 _CameraMotionVectorsScale; // (x,y) = Screen Scale, z = lod count, w = unused
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// Screen space lighting
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float _SSRefractionInvScreenWeightDistance; // Distance for screen space smoothstep with fallback
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float _SSReflectionInvScreenWeightDistance; // Distance for screen space smoothstep with fallback
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int _SSReflectionEnabled;
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int _SSReflectionProjectionModel;
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int _SSReflectionHiZRayMarchBehindObject;
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int _SSRefractionHiZRayMarchBehindObject;
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// Ambiant occlusion
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float4 _AmbientOcclusionParam; // xyz occlusion color, w directLightStrenght
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float4 _IndirectLightingMultiplier; // .x indirect diffuse multiplier (use with indirect lighting volume controler)
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#else
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// Rough refraction texture
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// Color pyramid (width, height, lodcount, Unused)
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TEXTURE2D(_ColorPyramidTexture);
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// Depth pyramid (width, height, lodcount, Unused)
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TEXTURE2D(_DepthPyramidTexture);
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// Ambient occlusion texture
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TEXTURE2D(_AmbientOcclusionTexture);
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TEXTURE2D(_CameraMotionVectorsTexture);
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#endif
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