Browse Source

We can share one point sampler for both diffuse and emissive textures, so reduced it down to one

readme
Nico de Poel 5 years ago
parent
commit
475444f904
  1. 4
      Assets/Shaders/QuakeForwardPass.hlsl
  2. 3
      Assets/Shaders/QuakeInput.hlsl

4
Assets/Shaders/QuakeForwardPass.hlsl

@ -111,7 +111,7 @@ half4 LitPassFragmentSimple(Varyings input) : SV_Target
float2 uv = input.uv.xy; float2 uv = input.uv.xy;
half4 diffuseAlpha = SampleAlbedoAlpha(uv, half4 diffuseAlpha = SampleAlbedoAlpha(uv,
#if _POINT_SAMPLING #if _POINT_SAMPLING
TEXTURE2D_ARGS(_BaseMap, point_repeat_sampler_BaseMap)
TEXTURE2D_ARGS(_BaseMap, point_repeat_sampler)
#else #else
TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap) TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)
#endif #endif
@ -139,7 +139,7 @@ half4 LitPassFragmentSimple(Varyings input) : SV_Target
#ifdef _EMISSION #ifdef _EMISSION
finalColor += SampleEmission(uv, _EmissionColor.rgb, finalColor += SampleEmission(uv, _EmissionColor.rgb,
#if _POINT_SAMPLING #if _POINT_SAMPLING
TEXTURE2D_ARGS(_EmissionMap, point_repeat_sampler_EmissionMap)
TEXTURE2D_ARGS(_EmissionMap, point_repeat_sampler)
#else #else
TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap) TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)
#endif #endif

3
Assets/Shaders/QuakeInput.hlsl

@ -27,8 +27,7 @@ CBUFFER_END
#define _Surface UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__Surface) #define _Surface UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__Surface)
#endif #endif
SAMPLER(point_repeat_sampler_BaseMap);
SAMPLER(point_repeat_sampler_EmissionMap);
SAMPLER(point_repeat_sampler);
TEXTURE2D(_LightMap); SAMPLER(sampler_LightMap); TEXTURE2D(_LightMap); SAMPLER(sampler_LightMap);
inline void InitializeSimpleLitSurfaceData(float2 uv, out SurfaceData outSurfaceData) inline void InitializeSimpleLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)

Loading…
Cancel
Save