rendering: remove builtin authoring register annotations

This commit is contained in:
2026-04-07 10:34:20 +08:00
parent ec06340f58
commit f31fece2ce
11 changed files with 565 additions and 80 deletions

View File

@@ -5,13 +5,13 @@ Shader "Builtin Color Scale Post Process"
_ColorScale ("Color Scale", Color) = (0.65,0.80,1.00,1.0)
}
HLSLINCLUDE
cbuffer PostProcessConstants : register(b0)
cbuffer PostProcessConstants
{
float4 gColorScale;
};
Texture2D gSourceColorTexture : register(t0);
SamplerState gLinearClampSampler : register(s0);
Texture2D gSourceColorTexture;
SamplerState gLinearClampSampler;
struct VSOutput
{

View File

@@ -7,21 +7,21 @@ Shader "Builtin Depth Only"
_MainTex ("Base Map", 2D) = "white" [Semantic(BaseColorTexture)]
}
HLSLINCLUDE
cbuffer PerObjectConstants : register(b0)
cbuffer PerObjectConstants
{
float4x4 gProjectionMatrix;
float4x4 gViewMatrix;
float4x4 gModelMatrix;
};
cbuffer MaterialConstants : register(b1)
cbuffer MaterialConstants
{
float4 gBaseColorFactor;
float4 gAlphaCutoffParams;
};
Texture2D BaseColorTexture : register(t0);
SamplerState LinearClampSampler : register(s0);
Texture2D BaseColorTexture;
SamplerState LinearClampSampler;
struct VSInput
{

View File

@@ -8,14 +8,14 @@ Shader "Builtin Final Color"
_ToneMappingMode ("Tone Mapping Mode", Float) = 0.0
}
HLSLINCLUDE
cbuffer FinalColorConstants : register(b0)
cbuffer FinalColorConstants
{
float4 gColorScale;
float4 gFinalColorParams;
};
Texture2D gSourceColorTexture : register(t0);
SamplerState gLinearClampSampler : register(s0);
Texture2D gSourceColorTexture;
SamplerState gLinearClampSampler;
struct VSOutput
{

View File

@@ -7,7 +7,7 @@ Shader "Builtin Forward Lit"
_MainTex ("Base Map", 2D) = "white" [Semantic(BaseColorTexture)]
}
HLSLINCLUDE
cbuffer PerObjectConstants : register(b0)
cbuffer PerObjectConstants
{
float4x4 gProjectionMatrix;
float4x4 gViewMatrix;
@@ -25,7 +25,7 @@ Shader "Builtin Forward Lit"
float4 spotAnglesAndFlags;
};
cbuffer LightingConstants : register(b1)
cbuffer LightingConstants
{
float4 gMainLightDirectionAndIntensity;
float4 gMainLightColorAndFlags;
@@ -33,23 +33,23 @@ Shader "Builtin Forward Lit"
AdditionalLightData gAdditionalLights[XC_MAX_ADDITIONAL_LIGHTS];
};
cbuffer MaterialConstants : register(b2)
cbuffer MaterialConstants
{
float4 gBaseColorFactor;
float4 gAlphaCutoffParams;
};
cbuffer ShadowReceiverConstants : register(b3)
cbuffer ShadowReceiverConstants
{
float4x4 gWorldToShadowMatrix;
float4 gShadowBiasAndTexelSize;
float4 gShadowOptions;
};
Texture2D BaseColorTexture : register(t0);
SamplerState LinearClampSampler : register(s0);
Texture2D ShadowMapTexture : register(t1);
SamplerState ShadowMapSampler : register(s1);
Texture2D BaseColorTexture;
SamplerState LinearClampSampler;
Texture2D ShadowMapTexture;
SamplerState ShadowMapSampler;
struct VSInput
{

View File

@@ -13,7 +13,7 @@ Shader "Builtin Object Id"
#pragma target 4.5
#pragma vertex MainVS
#pragma fragment MainPS
cbuffer PerObjectConstants : register(b0)
cbuffer PerObjectConstants
{
float4x4 gProjectionMatrix;
float4x4 gViewMatrix;

View File

@@ -7,21 +7,21 @@ Shader "Builtin Shadow Caster"
_MainTex ("Base Map", 2D) = "white" [Semantic(BaseColorTexture)]
}
HLSLINCLUDE
cbuffer PerObjectConstants : register(b0)
cbuffer PerObjectConstants
{
float4x4 gProjectionMatrix;
float4x4 gViewMatrix;
float4x4 gModelMatrix;
};
cbuffer MaterialConstants : register(b1)
cbuffer MaterialConstants
{
float4 gBaseColorFactor;
float4 gAlphaCutoffParams;
};
Texture2D BaseColorTexture : register(t0);
SamplerState LinearClampSampler : register(s0);
Texture2D BaseColorTexture;
SamplerState LinearClampSampler;
struct VSInput
{

View File

@@ -9,7 +9,7 @@ Shader "Builtin Skybox"
_Tex ("Cubemap (HDR)", Cube) = "white" [Semantic(SkyboxTexture)]
}
HLSLINCLUDE
cbuffer EnvironmentConstants : register(b0)
cbuffer EnvironmentConstants
{
float4 gSkyboxTopColor;
float4 gSkyboxHorizonColor;
@@ -19,15 +19,15 @@ Shader "Builtin Skybox"
float4 gCameraForwardAndUnused;
};
cbuffer MaterialConstants : register(b1)
cbuffer MaterialConstants
{
float4 gSkyboxTintAndExposure;
float4 gSkyboxRotationAndMode;
};
Texture2D SkyboxPanoramicTexture : register(t0);
TextureCube SkyboxTexture : register(t1);
SamplerState LinearClampSampler : register(s0);
Texture2D SkyboxPanoramicTexture;
TextureCube SkyboxTexture;
SamplerState LinearClampSampler;
struct VSOutput
{

View File

@@ -18,7 +18,7 @@ Shader "Builtin Unlit"
#pragma target 4.5
#pragma vertex MainVS
#pragma fragment MainPS
cbuffer PerObjectConstants : register(b0)
cbuffer PerObjectConstants
{
float4x4 gProjectionMatrix;
float4x4 gViewMatrix;
@@ -26,13 +26,13 @@ Shader "Builtin Unlit"
float4x4 gNormalMatrix;
};
cbuffer MaterialConstants : register(b1)
cbuffer MaterialConstants
{
float4 gBaseColorFactor;
};
Texture2D BaseColorTexture : register(t0);
SamplerState LinearClampSampler : register(s0);
Texture2D BaseColorTexture;
SamplerState LinearClampSampler;
struct VSInput
{