![](https://iknow-base.cdn.bcebos.com/lxb/notice.png)
shader 预处理宏 怎么用
1个回答
展开全部
UNITY_PASS_FORWARDBASE - 前向渲染的base pass(主方向光、lightmaps、SH)
UNITY_PASS_FORWARDADD - 前向渲染的add pass(没盏灯一个pass)
UNITY_PASS_PREPASSBASE - 延迟渲染base pass(renders normals & specular exponent).
UNITY_PASS_PREPASSFINAL - 延迟渲染final pass (applies lighting & textures).
UNITY_PASS_SHADOWCASTER - 阴影投射渲染pass.
UNITY_PASS_SHADOWCOLLECTOR - 阴影手机pass for directional light shadows.
内置全局状态变量:
内置的矩阵:
UNITY_PASS_FORWARDADD - 前向渲染的add pass(没盏灯一个pass)
UNITY_PASS_PREPASSBASE - 延迟渲染base pass(renders normals & specular exponent).
UNITY_PASS_PREPASSFINAL - 延迟渲染final pass (applies lighting & textures).
UNITY_PASS_SHADOWCASTER - 阴影投射渲染pass.
UNITY_PASS_SHADOWCOLLECTOR - 阴影手机pass for directional light shadows.
内置全局状态变量:
内置的矩阵:
推荐律师服务:
若未解决您的问题,请您详细描述您的问题,通过百度律临进行免费专业咨询