surfaceData.normalTS = SampleNormal(IN.uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)); surfaceData.emission = SampleEmission(IN.uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap)); half4 specular = SampleSpecularSmoothness(IN.uv, diffuse.a, _SpecColor, TEXTURE2D_ARGS(...
float3 normalTS = SampleNormal(input.baseUV, TEXTURE2D_ARGS(_NormalMap, sampler_NormalMap), 1.0); #ifdef _Revers_Normal normalTS.x = normalTS.y #endif outSurfaceData.normalWS = TransformTangentToWorld(normalTS,half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz)); #el...
TEXTURE2D_ARGS(_NormalMap, sampler_NormalMap),1.0);#if_REVERCE_NORMALnormalTS.xy =-1* normalTS.xy;#endifoutSurfaceData.normalWS =TransformTangentToWorld(normalTS,half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));#elseoutSurfaceData.normalWS = input.normal...
#defineTEXTURE2D_SHADOW(textureName)TEXTURE2D(textureName) #defineTEXTURE2D_ARRAY_SHADOW(textureName)TEXTURE2D_ARRAY(textureName) #defineTEXTURECUBE_SHADOW(textureName)TEXTURECUBE(textureName) #defineTEXTURECUBE_ARRAY_SHADOW(textureName)TEXTURECUBE_ARRAY(textureName) #defineRW_TEXTURE2D(type,textureName)RW...
_TEXTURE2D; CD3DX12_HEAP_PROPERTIES heapProps(D3D12_HEAP_TYPE_DEFAULT); ThrowIfFailed(m_device->CreateCommittedResource( &heapProps, D3D12_HEAP_FLAG_NONE, &textureDesc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_cityDiffuseTexture))); const UINT subresourceCount = textureDesc....
This sample uses D3D12 Sampler Feedback and DirectStorage as part of an asynchronous texture streaming solution. - SamplerFeedbackStreaming/src/shaders/terrainPS-FB.hlsl at main · GameTechDev/SamplerFeedbackStreaming
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_TEXTURE2D; CD3DX12_HEAP_PROPERTIES heapProps(D3D12_HEAP_TYPE_DEFAULT); ThrowIfFailed(m_device->CreateCommittedResource( &heapProps, D3D12_HEAP_FLAG_NONE, &textureDesc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_cityDiffuseTexture))); const UINT subresourceCount = textureDesc....
_TEXTURE2D; CD3DX12_HEAP_PROPERTIES heapProps(D3D12_HEAP_TYPE_DEFAULT); ThrowIfFailed(m_device->CreateCommittedResource( &heapProps, D3D12_HEAP_FLAG_NONE, &textureDesc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_cityDiffuseTexture))); const UINT subresourceCount = textureDesc....
_TEXTURE2D; CD3DX12_HEAP_PROPERTIES heapProps(D3D12_HEAP_TYPE_DEFAULT); ThrowIfFailed(m_device->CreateCommittedResource( &heapProps, D3D12_HEAP_FLAG_NONE, &textureDesc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&m_cityDiffuseTexture))); const UINT subresourceCount = textureDesc....