Optmize shader structure

This commit is contained in:
Misaki
2025-01-31 17:25:19 +09:00
parent f41c6c9b34
commit e8d1d5923a
19 changed files with 287 additions and 95 deletions

View File

@@ -80,9 +80,6 @@ SAMPLER(sampler_CoatMaskMap);
TEXTURE2D(_SSSLutMap);
//SAMPLER(sampler_SSSLutMap); //Use s_linear_clamp_sampler instead
TEXTURE2D(_SDFShadowTex);
SAMPLER(sampler_SDFShadowTex);
TEXTURE2D(_HairShadowTex);
TEXTURE2D(_HairBlendingTex);
@@ -184,10 +181,6 @@ float _SpecularAAThreshold;
#ifndef LAYERED_LIT_SHADER
// Set of users variables
float4 _BaseColor;
float4 _BaseColorMap_ST;
float4 _BaseColorMap_TexelSize;
float4 _BaseColorMap_MipInfo;
float _Metallic;
float _MetallicRemapMin;
@@ -325,21 +318,6 @@ PROP_DECL(float, _LinkDetailsWithBase);
#endif // LAYERED_LIT_SHADER
// Tessellation specific
#ifdef TESSELLATION_ON
float _TessellationFactor;
float _TessellationFactorMinDistance;
float _TessellationFactorMaxDistance;
float _TessellationFactorTriangleSize;
float _TessellationShapeFactor;
float _TessellationBackFaceCullEpsilon;
float _TessellationObjectScale;
float _TessellationTilingScale;
#endif
// Following two variables are feeded by the C++ Editor for Scene selection
int _ObjectId;
int _PassValue;