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35 行
1.3 KiB
35 行
1.3 KiB
#ifndef UNITY_LIGHTING_INCLUDED
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#define UNITY_LIGHTING_INCLUDED
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#include "CommonLighting.hlsl"
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#include "CommonShadow.hlsl"
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#include "Sampling.hlsl"
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#include "AreaLighting.hlsl"
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#include "ImageBasedLighting.hlsl"
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// The light loop (or lighting architecture) is in charge to:
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// - Define light list
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// - Define the light loop
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// - Setup the constant/data
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// - Do the reflection hierarchy
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// - 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))
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#define HAS_LIGHTLOOP // Allow to not define LightLoop related function in Material.hlsl
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightDefinition.cs.hlsl"
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#ifdef LIGHTLOOP_SINGLE_PASS
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePass.hlsl"
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#endif
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// Shadow use samling function define in header above and must be include before Material.hlsl
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shadow/Shadow.hlsl"
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/Material/Material.hlsl"
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// LightLoop use evaluation BSDF function for light type define in Material.hlsl
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#ifdef LIGHTLOOP_SINGLE_PASS
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePassLoop.hlsl"
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#endif
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#endif // UNITY_LIGHTING_INCLUDED
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