From b31f86c5b9072c9f877789a8e7b85b60ef6f6a31 Mon Sep 17 00:00:00 2001 From: sebastienlagarde Date: Mon, 8 Jun 2020 03:56:41 +0200 Subject: [PATCH] Fix lightloop-output --- .../Runtime/Material/Hair/Hair.hlsl | 2 +- .../Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl | 4 ---- 2 files changed, 1 insertion(+), 5 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.hlsl index a37f6b78955..a8cfd8479c9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.hlsl @@ -593,7 +593,7 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, void PostEvaluateBSDF( LightLoopContext lightLoopContext, float3 V, PositionInputs posInput, PreLightData preLightData, BSDFData bsdfData, BuiltinData builtinData, AggregateLighting lighting, - out LightLoopOutput lightLoopOutput)) + out LightLoopOutput lightLoopOutput) { AmbientOcclusionFactor aoFactor; GetScreenSpaceAmbientOcclusionMultibounce(posInput.positionSS, preLightData.NdotV, bsdfData.perceptualRoughness, bsdfData.ambientOcclusion, bsdfData.specularOcclusion, bsdfData.diffuseColor, bsdfData.fresnel0, aoFactor); diff --git a/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl b/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl index 5231eadabdb..975f5437ad0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl @@ -3,10 +3,6 @@ float4 VFXCalcPixelOutputForward(const SurfaceData surfaceData, const BuiltinData builtinData, const PreLightData preLightData, BSDFData bsdfData, const PositionInputs posInput, float3 posRWS) { - float3 diffuseLighting; - float3 specularLighting; - - #if IS_OPAQUE_PARTICLE uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE; #elif USE_ONLY_AMBIENT_LIGHTING