From 14ce4d4394d78808202ac43b6c4bdc612918a26e Mon Sep 17 00:00:00 2001 From: ExMatics HydrogenC <33123710+HydrogenC@users.noreply.github.com> Date: Tue, 18 Jun 2024 21:40:25 +0800 Subject: [PATCH] Cleanup and fix typo --- Content/Editor/MaterialTemplates/Features/ForwardShading.hlsl | 4 +--- Source/Engine/Graphics/Materials/MaterialShaderFeatures.cpp | 2 -- 2 files changed, 1 insertion(+), 5 deletions(-) diff --git a/Content/Editor/MaterialTemplates/Features/ForwardShading.hlsl b/Content/Editor/MaterialTemplates/Features/ForwardShading.hlsl index 62e98ed1a..c157ff6c2 100644 --- a/Content/Editor/MaterialTemplates/Features/ForwardShading.hlsl +++ b/Content/Editor/MaterialTemplates/Features/ForwardShading.hlsl @@ -33,8 +33,6 @@ DECLARE_LIGHTSHADOWDATA_ACCESS(DirectionalLightShadow); // Pixel Shader function for Forward Pass META_PS(USE_FORWARD, FEATURE_LEVEL_ES2) -META_PERMUTATION_1(USE_GLOBAL_SURFACE_ATLAS=0) -META_PERMUTATION_1(USE_GLOBAL_SURFACE_ATLAS=1) void PS_Forward( in PixelInput input ,out float4 output : SV_Target0 @@ -69,6 +67,7 @@ void PS_Forward( gBuffer.Color = material.Color; gBuffer.Specular = material.Specular; gBuffer.AO = material.AO; + // gBuffer.ViewPos is the view position in WORLD SPACE gBuffer.ViewPos = ViewPos; #if MATERIAL_SHADING_MODEL == SHADING_MODEL_SUBSURFACE gBuffer.CustomData = float4(material.SubsurfaceColor, material.Opacity); @@ -152,7 +151,6 @@ void PS_Forward( // Add lighting (apply ambient occlusion) output.rgb += light.rgb * gBuffer.AO; - output = #endif diff --git a/Source/Engine/Graphics/Materials/MaterialShaderFeatures.cpp b/Source/Engine/Graphics/Materials/MaterialShaderFeatures.cpp index 5fa33b10f..94c963b74 100644 --- a/Source/Engine/Graphics/Materials/MaterialShaderFeatures.cpp +++ b/Source/Engine/Graphics/Materials/MaterialShaderFeatures.cpp @@ -23,8 +23,6 @@ void ForwardShadingFeature::Bind(MaterialShader::BindParameters& params, Span