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${VFXBegin:VFXVertexProbeDeclareVaryings}
//Store a compacted version of the contributions in the six directions (3xfloat4)
#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
#define INDIRECT_INTERPOLATION
#else
#define INDIRECT_INTERPOLATION nointerpolation
#endif
INDIRECT_INTERPOLATION float4 bakeDiffuseLighting[3] : BAKEDIFFUSE0;
${VFXEnd}
${VFXBegin:VFXVertexProbeVaryingsMacros}
#define VFX_VARYING_BAKE_DIFFUSE_LIGHTING bakeDiffuseLighting
${VFXEnd}
${VFXBegin:VFXVertexProbeFillVaryings}
#if VFX_MATERIAL_TYPE_SIX_WAY_SMOKE
#if VFX_PRIMITIVE_QUAD || VFX_PRIMITIVE_TRIANGLE || VFX_PRIMITIVE_OCTAGON
float4 inTangent = float4(o.VFX_VARYING_TANGENT, 1.0f);
#else
float4 inTangent = o.VFX_VARYING_TANGENT;
#endif
GatherDiffuseGIData(o.VFX_VARYING_NORMAL, inTangent, o.VFX_VARYING_POSWS,
o.VFX_VARYING_BAKE_DIFFUSE_LIGHTING[0],
o.VFX_VARYING_BAKE_DIFFUSE_LIGHTING[1],
o.VFX_VARYING_BAKE_DIFFUSE_LIGHTING[2]);
#endif
${VFXEnd}
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
#define HAS_LIGHTLOOP
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/SixWayLit/SixWaySmokeLit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"