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
 
 
 
 

56 行
1.8 KiB

#ifndef SHADERPASS
#error Undefine_SHADERPASS
#endif
// Attributes
#define REQUIRE_UV_FOR_TESSELATION (defined(TESSELLATION_ON) && (defined(_TESSELATION_DISPLACEMENT) || defined(_TESSELATION_DISPLACEMENT_PHONG)))
#define REQUIRE_TANGENT_TO_WORLD (defined(_HEIGHTMAP) && defined(_PER_PIXEL_DISPLACEMENT))
// Tesselation require normal
#if defined(TESSELLATION_ON) || REQUIRE_TANGENT_TO_WORLD
#define ATTRIBUTES_WANT_NORMAL
#endif
#if REQUIRE_TANGENT_TO_WORLD
#define ATTRIBUTES_WANT_TANGENT
#endif
// About UV
// If we have a lit shader, only the UV0 is available for opacity or heightmap
// If we have a layered shader, any UV can be use for this. To reduce the number of variant we groupt UV0/UV1 and UV2/UV3 instead of having variant for UV0/UV1/UV2/UV3
// When UVX is present, we assume that UVX - 1 ... UV0 is present
#if REQUIRE_UV_FOR_TESSELATION || REQUIRE_TANGENT_TO_WORLD || defined(_ALPHATEST_ON)
#define ATTRIBUTES_WANT_UV0
#ifdef LAYERED_LIT_SHADER
#define ATTRIBUTES_WANT_UV1
#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)
#define ATTRIBUTES_WANT_UV2
#endif
#if defined(_REQUIRE_UV3)
#define ATTRIBUTES_WANT_UV3
#endif
#endif
#endif
// Varying - Use for pixel shader
#if REQUIRE_TANGENT_TO_WORLD
#define VARYING_WANT_TANGENT_TO_WORLD
#endif
#if REQUIRE_TANGENT_TO_WORLD || defined(_ALPHATEST_ON)
#define VARYING_WANT_TEXCOORD0
#ifdef LAYERED_LIT_SHADER
#define VARYING_WANT_TEXCOORD1
#if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3)
#define VARYING_WANT_TEXCOORD2
#endif
#if defined(_REQUIRE_UV3)
#define VARYING_WANT_TEXCOORD3
#endif
#endif
#endif
// Varying DS - Use for domain shader, are deduced from the above
// Include structure declaration and packing functions
#include "LitAttributesVarying.hlsl"
#include "LitVertexShare.hlsl"