Add builtin unlit surface path

This commit is contained in:
2026-04-03 17:18:46 +08:00
parent 1ac2afb0bb
commit 308b3b061c
14 changed files with 466 additions and 14 deletions

View File

@@ -180,7 +180,7 @@ private:
bool EnsureInitialized(const RenderContext& context);
bool CreatePipelineResources(const RenderContext& context);
void DestroyPipelineResources();
ResolvedShaderPass ResolveForwardShaderPass(const Resources::Material* material) const;
ResolvedShaderPass ResolveSurfaceShaderPass(const Resources::Material* material) const;
PassResourceLayout* GetOrCreatePassResourceLayout(
const RenderContext& context,
const ResolvedShaderPass& resolvedShaderPass);
@@ -217,6 +217,7 @@ private:
RHI::RHIType m_backendType = RHI::RHIType::D3D12;
bool m_initialized = false;
Resources::ResourceHandle<Resources::Shader> m_builtinForwardShader;
Resources::ResourceHandle<Resources::Shader> m_builtinUnlitShader;
RenderResourceCache m_resourceCache;

View File

@@ -24,6 +24,7 @@ const char* GetBuiltinPrimitiveDisplayName(BuiltinPrimitiveType primitiveType);
Containers::String GetBuiltinPrimitiveMeshPath(BuiltinPrimitiveType primitiveType);
Containers::String GetBuiltinDefaultPrimitiveMaterialPath();
Containers::String GetBuiltinForwardLitShaderPath();
Containers::String GetBuiltinUnlitShaderPath();
Containers::String GetBuiltinObjectIdShaderPath();
Containers::String GetBuiltinDefaultPrimitiveTexturePath();