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Added SRP batcher support to the water and removed MPBs

/main
André McGrail 6 年前
当前提交
35e36990
共有 11 个文件被更改,包括 275 次插入190 次删除
  1. 2
      Assets/Objects/props/houses/Materials/Matr_BuildingsJettys.mat
  2. 9
      Assets/Scripts/Effects/RandomHue.cs
  3. 5
      Assets/Scripts/GameSystem/AppSettings.cs
  4. 9
      Assets/Scripts/System/MiniProfiler.cs
  5. 93
      Assets/Shaders/Graphs/CustomTerrain.ShaderGraph
  6. 170
      Assets/Shaders/Graphs/PackedPBR.ShaderGraph
  7. 161
      Assets/scenes/Island.unity
  8. 4
      Packages/com.verasl.water-system/Shaders/WaterInput.hlsl
  9. 1
      ProjectSettings/GraphicsSettings.asset
  10. 11
      ProjectSettings/BurstAotSettings_iOS.json

2
Assets/Objects/props/houses/Materials/Matr_BuildingsJettys.mat


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9
Assets/Scripts/Effects/RandomHue.cs


{
for (int i = 0; i < renderers.Length; i++)
{
renderers[i].SetPropertyBlock(mtb);
if (Application.isPlaying)
{
renderers[i].material.SetFloat("_Hue", hue);
}
else
{
renderers[i].SetPropertyBlock(mtb);
}
}
}

5
Assets/Scripts/GameSystem/AppSettings.cs


seaMat.shader = seaShader;
}
}
public void ToggleSRPBatcher(bool enabled)
{
LightweightRenderPipeline.asset.useSRPBatcher = enabled;
}
}
}

9
Assets/Scripts/System/MiniProfiler.cs


using UnityEngine.Profiling;
using UnityEngine.Rendering;
using UnityEngine.Rendering.LWRP;
namespace UnityEngine.Experimental.Rendering
{

if (Input.GetKeyDown(KeyCode.F9))
{
GraphicsSettings.useScriptableRenderPipelineBatching = !GraphicsSettings.useScriptableRenderPipelineBatching;
LightweightRenderPipeline.asset.useSRPBatcher = !LightweightRenderPipeline.asset.useSRPBatcher;
}
if (Input.GetKeyDown(KeyCode.F8))

}
if ( m_CurrentBatcherEnable != GraphicsSettings.useScriptableRenderPipelineBatching )
if ( m_CurrentBatcherEnable != LightweightRenderPipeline.asset.useSRPBatcher )
m_CurrentBatcherEnable = GraphicsSettings.useScriptableRenderPipelineBatching;
m_CurrentBatcherEnable = LightweightRenderPipeline.asset.useSRPBatcher;
}
if (m_Enable)

{
if (m_Enable)
{
bool SRPBatcher = GraphicsSettings.useScriptableRenderPipelineBatching;
bool SRPBatcher = LightweightRenderPipeline.asset.useSRPBatcher;
// GUI.skin.label.fontSize = 15;
GUI.color = new Color(1, 1, 1, 1);

93
Assets/Shaders/Graphs/CustomTerrain.ShaderGraph
文件差异内容过多而无法显示
查看文件

170
Assets/Shaders/Graphs/PackedPBR.ShaderGraph
文件差异内容过多而无法显示
查看文件

161
Assets/scenes/Island.unity


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Packages/com.verasl.water-system/Shaders/WaterInput.hlsl


#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
CBUFFER_START(MaterialProperties)
CBUFFER_START(UnityPerMaterial)
CBUFFER_END
CBUFFER_END
// Screen Effects textures
SAMPLER(sampler_ScreenTextures_linear_clamp);

1
ProjectSettings/GraphicsSettings.asset


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11
ProjectSettings/BurstAotSettings_iOS.json


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