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Merge pull request #23 from Verasl/shader-api-cleanup

Shader api cleanup PR
/main
GitHub 6 年前
当前提交
03081f47
共有 61 个文件被更改,包括 4895 次插入11678 次删除
  1. 6
      Assets/Data/LightweightAsset.asset
  2. 44
      Assets/Materials/Blocker.mat
  3. 44
      Assets/Materials/BushTest.mat
  4. 64
      Assets/Objects/boats/Prefabs/_Boat.prefab
  5. 4
      Assets/Objects/environment/Trees/Materials/Softvegetation.mat
  6. 4
      Assets/Objects/environment/Trees/Materials/Trees.mat
  7. 4
      Assets/Objects/environment/Trees/Materials/Trees_billboards.mat
  8. 43
      Assets/Objects/props/houses/Materials/Matr_BuildingsJettys.mat
  9. 29
      Assets/Objects/props/props/Matr_Props.mat
  10. 2
      Assets/Plugins/Editor.meta
  11. 32
      Assets/Scripts/GameSystem/AppSettings.cs
  12. 29
      Assets/Shaders/Graphs/PBR_HUE.ShaderGraph
  13. 33
      Assets/Shaders/Graphs/PackedPBR.ShaderGraph
  14. 4
      Assets/Shaders/Vegetation/InputSurfaceVegetation.hlsl
  15. 4
      Assets/Shaders/Vegetation/LWVegetationShader.shader
  16. 2
      Assets/Shaders/Vegetation/ShadowPassVegetation.hlsl
  17. 233
      Assets/scenes/Island.unity
  18. 382
      Assets/scenes/Island/LightingData.asset
  19. 999
      Assets/scenes/Island/Lightmap-0_comp_dir.png
  20. 8
      Assets/scenes/Island/Lightmap-0_comp_dir.png.meta
  21. 1001
      Assets/scenes/Island/Lightmap-0_comp_light.exr
  22. 8
      Assets/scenes/Island/Lightmap-0_comp_light.exr.meta
  23. 999
      Assets/scenes/Island/Lightmap-1_comp_dir.png
  24. 8
      Assets/scenes/Island/Lightmap-1_comp_dir.png.meta
  25. 1001
      Assets/scenes/Island/Lightmap-1_comp_light.exr
  26. 8
      Assets/scenes/Island/Lightmap-1_comp_light.exr.meta
  27. 1001
      Assets/scenes/Island/ReflectionProbe-0.png
  28. 4
      Assets/scenes/Island/ReflectionProbe-0.png.meta
  29. 1001
      Assets/scenes/Island/ReflectionProbe-1.png
  30. 4
      Assets/scenes/Island/ReflectionProbe-1.png.meta
  31. 1001
      Assets/scenes/Island/ReflectionProbe-2.png
  32. 4
      Assets/scenes/Island/ReflectionProbe-2.png.meta
  33. 1001
      Assets/scenes/Island/ReflectionProbe-3.png
  34. 4
      Assets/scenes/Island/ReflectionProbe-3.png.meta
  35. 1001
      Assets/scenes/Island/ReflectionProbe-4.png
  36. 4
      Assets/scenes/Island/ReflectionProbe-4.png.meta
  37. 1001
      Assets/scenes/Island/ReflectionProbe-5.png
  38. 4
      Assets/scenes/Island/ReflectionProbe-5.png.meta
  39. 1001
      Assets/scenes/Island/ReflectionProbe-6.png
  40. 4
      Assets/scenes/Island/ReflectionProbe-6.png.meta
  41. 1001
      Assets/scenes/Island/ReflectionProbe-7.png
  42. 4
      Assets/scenes/Island/ReflectionProbe-7.png.meta
  43. 1
      Packages/com.verasl.water-system/Scripts/Data/WaterSettingsData.asset
  44. 5
      Packages/com.verasl.water-system/Scripts/Data/WaterSurfaceData.cs
  45. 26
      Packages/com.verasl.water-system/Scripts/GerstnerWavesJobs.cs
  46. 14
      Packages/com.verasl.water-system/Scripts/Rendering/PlanerReflections.cs
  47. 2
      Packages/com.verasl.water-system/Shaders/Water.shader
  48. 12
      Packages/manifest.json
  49. 61
      ProjectSettings/GraphicsSettings.asset
  50. 21
      ProjectSettings/ProjectSettings.asset
  51. 4
      ProjectSettings/ProjectVersion.txt
  52. 2
      ProjectSettings/QualitySettings.asset
  53. 106
      Assets/scenes/Island/ReflectionProbe-8.exr
  54. 90
      Assets/scenes/Island/ReflectionProbe-8.exr.meta
  55. 1001
      Assets/scenes/Island_Profiles/GlobalGrading_HDR.asset
  56. 1001
      Assets/scenes/Island_Profiles/GlobalGrading_LDR.asset
  57. 8
      Assets/scenes/Island_Profiles/GlobalGrading_LDR.asset.meta
  58. 175
      Assets/scenes/Island_Profiles/PostVolumeGlobal.asset
  59. 8
      Assets/scenes/Island_Profiles/PostVolumeGlobal.asset.meta
  60. 1001
      Assets/scenes/Island_Profiles/PostVolumeGlobal Profile.asset
  61. 0
      /Assets/scenes/Island_Profiles/GlobalGrading_HDR.asset.meta

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32
Assets/Scripts/GameSystem/AppSettings.cs


using UnityEngine;
using System.Collections;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
using UnityEngine.Rendering.LWRP;
public enum RenderRes
{
_Native,
_2440p,
_1080p,
_720p
}
public RenderRes maxRenderSize = RenderRes._720p;
float res;
switch (maxRenderSize)
{
case RenderRes._720p:
res = 720f;
break;
case RenderRes._1080p:
res = 1080f;
break;
case RenderRes._2440p:
res = 2440f;
break;
default:
res = Camera.main.pixelHeight;
break;
}
var renderScale = Mathf.Clamp(res / Camera.main.pixelHeight, 0.1f, 1.0f);
LightweightRenderPipeline.asset.renderScale = renderScale;
}
}
}

29
Assets/Shaders/Graphs/PBR_HUE.ShaderGraph
文件差异内容过多而无法显示
查看文件

33
Assets/Shaders/Graphs/PackedPBR.ShaderGraph
文件差异内容过多而无法显示
查看文件

4
Assets/Shaders/Vegetation/InputSurfaceVegetation.hlsl


#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/SurfaceInput.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
float4 _BaseMap_ST;
half _Cutoff;
half _Gloss;
CBUFFER_END

half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_PARAM(_MainTex, sampler_MainTex));
half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_PARAM(_BaseMap, sampler_BaseMap));
outSurfaceData.alpha = Alpha(albedoAlpha.a, 1, _Cutoff);

4
Assets/Shaders/Vegetation/LWVegetationShader.shader


{
Properties
{
_MainTex("Albedo", 2D) = "white" {}
_BaseMap("Albedo", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_Gloss("Gloss", Range(0.0, 1.0)) = 0.5
[Toggle(_CORRECTNORMALS)] _CorrectNormals("Correct Normals", Float) = 1.0

half4 DepthOnlyFragment(VegetationVertexOutput IN) : SV_TARGET
{
half alpha = SampleAlbedoAlpha(IN.uv.xy, TEXTURE2D_PARAM(_MainTex, sampler_MainTex)).a;
half alpha = SampleAlbedoAlpha(IN.uv.xy, TEXTURE2D_PARAM(_BaseMap, sampler_BaseMap)).a;
clip(alpha - _Cutoff);
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(IN.clipPos, unity_LODFade.x);

2
Assets/Shaders/Vegetation/ShadowPassVegetation.hlsl


half4 ShadowPassVegetationFragment(VertexOutput IN) : SV_TARGET
{
half alpha = SampleAlbedoAlpha(IN.uv, TEXTURE2D_PARAM(_MainTex, sampler_MainTex)).a;
half alpha = SampleAlbedoAlpha(IN.uv, TEXTURE2D_PARAM(_BaseMap, sampler_BaseMap)).a;
clip(alpha - _Cutoff);
return 1;
}

233
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5
Packages/com.verasl.water-system/Scripts/Data/WaterSurfaceData.cs


using System.Collections.Generic;
using Unity.Mathematics;
using UnityEngine;
namespace WaterSystem.Data

public float amplitude; // height of the wave in units(m)
public float direction; // direction the wave travels in degrees from Z+
public float wavelength; // distance between crest>crest
public Vector2 origin; // Omi directional point of origin
public float2 origin; // Omi directional point of origin
public Wave(float amp, float dir, float length, Vector2 org, bool omni)
public Wave(float amp, float dir, float length, float2 org, bool omni)
{
amplitude = amp;
direction = dir;

26
Packages/com.verasl.water-system/Scripts/GerstnerWavesJobs.cs


for (var wave = 0; wave < waveData.Length; wave++) // for each wave
{
// Wave data vars
float2 pos = position[i].xz;
var pos = position[i].xz;
float2 omniPos = waveData[wave].origin;
var omniPos = waveData[wave].origin;
float w = 6.28318f / wavelength; // 2pi over wavelength(hardcoded)
float wSpeed = math.sqrt(9.8f * w); // frequency of the wave based off wavelength
float peak = 0.8f; // peak value, 1 is the sharpest peaks
float qi = peak / (amplitude * w * waveData.Length);
var w = 6.28318f / wavelength; // 2pi over wavelength(hardcoded)
var wSpeed = math.sqrt(9.8f * w); // frequency of the wave based off wavelength
var peak = 0.8f; // peak value, 1 is the sharpest peaks
var qi = peak / (amplitude * w * waveData.Length);
float2 windDir = new float2(0f, 0f);
float dir = 0;
var windDir = new float2(0f, 0f);
var dir = 0f;
float2 windDirInput = new float2(math.sin(direction), math.cos(direction)) * (1 - waveData[wave].onmiDir); // calculate wind direction - TODO - currently radians
float2 windOmniInput = (pos - omniPos) * waveData[wave].onmiDir;
var windDirInput = new float2(math.sin(direction), math.cos(direction)) * (1 - waveData[wave].onmiDir); // calculate wind direction - TODO - currently radians
var windOmniInput = (pos - omniPos) * waveData[wave].onmiDir;
windDir += windDirInput;
windDir += windOmniInput;

////////////////////////////position output calculations/////////////////////////
float calc = dir * w + -time * wSpeed; // the wave calculation
float cosCalc = math.cos(calc); // cosine version(used for horizontal undulation)
float sinCalc = math.sin(calc); // sin version(used for vertical undulation)
var calc = dir * w + -time * wSpeed; // the wave calculation
var cosCalc = math.cos(calc); // cosine version(used for horizontal undulation)
var sinCalc = math.sin(calc); // sin version(used for vertical undulation)
// calculate the offsets for the current point
wavePos.x += qi * amplitude * windDir.x * cosCalc;

14
Packages/com.verasl.water-system/Scripts/Rendering/PlanerReflections.cs


public PlanarReflectionSettings m_settings = new PlanarReflectionSettings();
public GameObject target;
public float camOffset;
private Camera m_ReflectionCamera;
private int2 m_TextureSize = new int2(256, 128);

Vector3 normal = Vector3.up;
if (target != null)
{
pos = target.transform.position;
pos = target.transform.position + Vector3.up * camOffset;
normal = target.transform.up;
}

DestroyImmediate(m_ReflectionTexture);
bool useHDR10 = Application.isMobilePlatform &&
SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGB2101010);
RenderTextureFormat hdrFormat = (useHDR10) ? RenderTextureFormat.ARGB2101010 : RenderTextureFormat.DefaultHDR;
SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RGB111110Float);
RenderTextureFormat hdrFormat = (useHDR10) ? RenderTextureFormat.RGB111110Float : RenderTextureFormat.DefaultHDR;
m_ReflectionTexture = new RenderTexture(m_TextureSize.x, m_TextureSize.y, 0,
currentCamera.allowHDR ? hdrFormat : RenderTextureFormat.Default);

m_ReflectionTexture.isPowerOfTwo = true;
m_ReflectionTexture.hideFlags = HideFlags.DontSave;
m_ReflectionTexture.depth = 32;
m_OldReflectionTextureSize = m_TextureSize;
}

var reflectionCamera = go.GetComponent<Camera>();
reflectionCamera.transform.SetPositionAndRotation(transform.position, transform.rotation);
reflectionCamera.targetTexture = m_ReflectionTexture;
reflectionCamera.allowMSAA = true;
reflectionCamera.allowMSAA = currentCamera.allowMSAA;
reflectionCamera.allowHDR = false;
go.hideFlags = HideFlags.HideAndDontSave;
reflectionCamera.allowHDR = currentCamera.allowHDR;
go.hideFlags = HideFlags.DontSave;
Shader.SetGlobalTexture("_PlanarReflectionTexture", m_ReflectionTexture);
return reflectionCamera;

2
Packages/com.verasl.water-system/Shaders/Water.shader


HLSLPROGRAM
#pragma prefer_hlslcc gles
/////////////////SHADER FEATURES//////////////////
#pragma shader_feature _REFLECTION_CUBEMAP _REFLECTION_PROBES _REFLECTION_PLANARREFLECTION
#pragma multi_compile _REFLECTION_CUBEMAP _REFLECTION_PROBES _REFLECTION_PLANARREFLECTION
#pragma multi_compile _ USE_STRUCTURED_BUFFER
// -------------------------------------

12
Packages/manifest.json


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61
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ProjectSettings/ProjectSettings.asset


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switchDataLossConfirmation: 0
switchUserAccountLockEnabled: 0
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28: UNITY_POST_PROCESSING_STACK_V2
platformArchitecture: {}
scriptingBackend:
Android: 1
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il2cppCompilerConfiguration: {}
managedStrippingLevel: {}

gcIncremental: 0
gcWBarrierValidation: 0
apiCompatibilityLevelPerPlatform:
Android: 3
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iPhone: 6
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luminVersion:
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m_VersionName:
luminPrivilege: []
facebookSdkVersion: 7.9.4
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projectName:
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4
ProjectSettings/ProjectVersion.txt


m_EditorVersion: 2019.1.0a11
m_EditorVersionWithRevision: 2019.1.0a11 (0f106840e011)
m_EditorVersion: 2019.1.0b1
m_EditorVersionWithRevision: 2019.1.0b1 (83b3ba1f99df)

2
ProjectSettings/QualitySettings.asset


skinWeights: 2
textureQuality: 0
anisotropicTextures: 1
antiAliasing: 4
antiAliasing: 0
softParticles: 1
softVegetation: 1
realtimeReflectionProbes: 1

106
Assets/scenes/Island/ReflectionProbe-8.exr


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