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Bugfix: Internal parameters for the transparent material and now properly marked and parsed as such
- XShaderCompiler depenendency was updated due to a bug in reflection code that was not properly marking parameters as internal

BearishSun пре 8 година
родитељ
комит
632a87c12c

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Data/Engine/Includes/ImageBasedLighting.bslinc.asset


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Data/Engine/Shaders/LightGridLLCreation.bsl.asset


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Data/Engine/Shaders/TiledDeferredImageBasedLighting.bsl.asset


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Data/Engine/Shaders/TiledDeferredImageBasedLighting_1.bsl.asset


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Data/Engine/Shaders/TiledDeferredImageBasedLighting_2.bsl.asset


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Data/Engine/Shaders/TiledDeferredImageBasedLighting_3.bsl.asset


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Data/Engine/Shaders/TiledDeferredLighting.bsl.asset


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Data/Engine/Shaders/TiledDeferredLighting_1.bsl.asset


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Data/Engine/Shaders/TiledDeferredLighting_2.bsl.asset


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Data/Engine/Shaders/TiledDeferredLighting_3.bsl.asset


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Data/Engine/Shaders/Transparent.bsl.asset


+ 7 - 1
Data/Raw/Engine/Includes/ImageBasedLighting.bslinc

@@ -22,18 +22,23 @@ mixin ImageBasedLighting
 			float2 padding;
 		};
 	
+		[internal]
 		TextureCube gSkyReflectionTex;
 		SamplerState gSkyReflectionSamp;
-				
+		
+		[internal]
 		TextureCubeArray gReflProbeCubemaps;
 		SamplerState gReflProbeSamp;
 		
+		[internal]
 		Texture2D gAmbientOcclusionTex;
 		SamplerState gAmbientOcclusionSamp;
 		
+		[internal]
 		Texture2D gSSRTex;
 		SamplerState gSSRSamp;
 		
+		[internal]
 		Texture2D gPreintegratedEnvBRDF;
 		SamplerState gPreintegratedEnvBRDFSamp;
 		
@@ -46,6 +51,7 @@ mixin ImageBasedLighting
 			Buffer<uint> gReflectionProbeIndices;
 		#endif
 		
+		[internal]
 		cbuffer ReflProbeParams
 		{
 			uint gReflCubemapNumMips;

+ 1 - 1
Source/CMakeLists.txt

@@ -5,7 +5,7 @@ project (Banshee)
 set (BS_VERSION_MAJOR 0)
 set (BS_VERSION_MINOR 4)
 
-set (BS_PREBUILT_DEPENDENCIES_VERSION 15)
+set (BS_PREBUILT_DEPENDENCIES_VERSION 16)
 set (BS_SRC_DEPENDENCIES_VERSION 15)
 set (BS_BUILTIN_ASSETS_VERSION 3)
 

+ 6 - 3
Source/MBansheeEditor/Inspectors/MaterialInspector.cs

@@ -57,9 +57,6 @@ namespace BansheeEditor
             bool isCustom = builtinType == BuiltinShader.Custom;
             shaderField.Active = isCustom;
 
-            Layout.AddElement(builtinShaderField);
-            Layout.AddElement(shaderField);
-
             RebuildParamGUI(material);
         }
 
@@ -99,6 +96,10 @@ namespace BansheeEditor
                 guiParams = null;
             }
 
+            Layout.Clear();
+            Layout.AddElement(builtinShaderField);
+            Layout.AddElement(shaderField);
+
             if (material != null && material.Shader != null)
                 guiParams = CreateMaterialGUI(material, Layout);
         }
@@ -141,6 +142,8 @@ namespace BansheeEditor
                 if (param.isInternal)
                     continue;
 
+                Debug.Log(param.name + "_" + param.type);
+
                 switch (param.type)
                 {
                     case ShaderParameterType.Float: