forked from Misaki/GhostEngine
Refactor and optimize rendering pipeline
- Added `<IsTrimmable>` property in project files for trimming. - Replaced bindless texture types with non-bindless equivalents. - Refactored `ShaderDescriptor` and `ShaderPass` for better modularity. - Introduced `ShaderDescriptorExtensions` for property size calculations. - Simplified constant buffer handling in `Material.cs`. - Improved resource management in `D3D12` components. - Added support for static meshes and optimized resource barriers. - Refactored shader code generation and property merging in `SDLCompiler`. - Removed unused or redundant code (e.g., `IncludesBlock` parser). - Updated comments, documentation, and error handling for clarity.
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@@ -3,10 +3,10 @@ shader "MyShader/Standard"
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properties
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{
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float4 color = float4(1, 1, 1, 1);
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tex2d_b texture1 = tex2d_b(black);
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tex2d_b texture2 = tex2d_b(white);
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tex2d_b texture3 = tex2d_b(grey);
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tex2d_b texture4 = tex2d_b(normal);
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tex2d texture1 = tex2d(black);
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tex2d texture2 = tex2d(white);
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tex2d texture3 = tex2d(grey);
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tex2d texture4 = tex2d(normal);
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}
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pass "Forward"
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@@ -23,4 +23,4 @@ shader "MyShader/Standard"
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ms("F:/csharp/GhostEngine/Ghost.Graphics/RenderPasses/ShaderCode.hlsl", "MSMain");
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ps("F:/csharp/GhostEngine/Ghost.Graphics/RenderPasses/ShaderCode.hlsl", "PSMain");
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}
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}
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}
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