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Updated LT pipeline package

Fixed and updated Vegetation shader
Tweaked Island scene foam gradient
Changed Island scene from tessellation to vertex offset
/main
Andre McGrail 6 年前
当前提交
c197f4d7
共有 21 个文件被更改,包括 2668 次插入113 次删除
  1. 4
      Assets/Shaders/LWDitheredVegetation.ShaderGraph
  2. 3
      Assets/Shaders/LWDitheredVegetation.ShaderGraph.meta
  3. 64
      Assets/Shaders/LWVegetationShader.shader
  4. 14
      Assets/Shaders/PackedPBR.ShaderGraph
  5. 3
      Assets/Shaders/PackedPBR.ShaderGraph.meta
  6. 1
      Assets/WaterSystem/Meshes/Water.fbx.meta
  7. 7
      Assets/WaterSystem/PlanarReflection.cs
  8. 878
      Assets/scenes/Island.unity
  9. 148
      Assets/scenes/Testing/WaterPerf.unity
  10. 2
      ProjectSettings/ProjectVersion.txt
  11. 8
      UnityPackageManager/manifest.json
  12. 8
      Assets/TangentIssue.meta
  13. 1001
      Assets/TangentIssue/Bush_normal 1.tif
  14. 106
      Assets/TangentIssue/Bush_normal 1.tif.meta
  15. 431
      Assets/TangentIssue/Scene.unity
  16. 7
      Assets/TangentIssue/Scene.unity.meta
  17. 52
      Assets/TangentIssue/TangentIssue.ShaderGraph
  18. 10
      Assets/TangentIssue/TangentIssue.ShaderGraph.meta
  19. 26
      Assets/TangentIssue/graphs_TangentIssue.mat
  20. 8
      Assets/TangentIssue/graphs_TangentIssue.mat.meta

4
Assets/Shaders/LWDitheredVegetation.ShaderGraph
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3
Assets/Shaders/LWDitheredVegetation.ShaderGraph.meta


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64
Assets/Shaders/LWVegetationShader.shader


// -------------------------------------
// Lightweight Pipeline keywords
// We have no good approach exposed to skip shader variants, e.g, ideally we would like to skip _CASCADE for all puctual lights
// Lightweight combines light classification and shadows keywords to reduce shader variants.
// Lightweight shader library declares defines based on these keywords to avoid having to check them in the shaders
// Core.hlsl defines _MAIN_LIGHT_DIRECTIONAL and _MAIN_LIGHT_SPOT (point lights can't be main light)
// Shadow.hlsl defines _SHADOWS_ENABLED, _SHADOWS_SOFT, _SHADOWS_CASCADE, _SHADOWS_PERSPECTIVE
#pragma multi_compile _ _MAIN_LIGHT_DIRECTIONAL_SHADOW _MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE _MAIN_LIGHT_DIRECTIONAL_SHADOW_SOFT _MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE_SOFT _MAIN_LIGHT_SPOT_SHADOW _MAIN_LIGHT_SPOT_SHADOW_SOFT
#pragma multi_compile _ _MAIN_LIGHT_COOKIE
#pragma multi_compile _ _ADDITIONAL_LIGHTS
#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE

// Unity defined keywords
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
//--------------------------------------
// GPU Instancing

ENDHLSL
}
Pass
Pass
ZWrite On ZTest LEqual
ZWrite On
ZTest LEqual
// -------------------------------------
// Material Keywords
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICSPECGLOSSMAP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _OCCLUSIONMAP
#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _GLOSSYREFLECTIONS_OFF
#pragma shader_feature _SPECULAR_SETUP
//--------------------------------------
// GPU Instancing

#pragma fragment ShadowPassFragment
#pragma fragment LitPassFragmentNull
#include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl"
ENDHLSL

// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
// -------------------------------------
// Material Keywords
#pragma shader_feature _NORMALMAP
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICSPECGLOSSMAP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _OCCLUSIONMAP
#include "LWRP/ShaderLibrary/Core.hlsl"
#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _GLOSSYREFLECTIONS_OFF
#pragma shader_feature _SPECULAR_SETUP
float4 vert(float4 pos : POSITION) : SV_POSITION
{
return TransformObjectToHClip(pos.xyz);
}
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
half4 frag() : SV_TARGET
{
return 0;
}
#pragma vertex LitPassVertex
#pragma fragment LitPassFragmentNull
#include "LWRP/ShaderLibrary/LightweightPassLit.hlsl"
ENDHLSL
}

Tags{"LightMode" = "Meta"}
Cull off
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library

#pragma fragment LightweightFragmentMeta
#pragma shader_feature _SPECULAR_SETUP
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICSPECGLOSSMAP
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

14
Assets/Shaders/PackedPBR.ShaderGraph
文件差异内容过多而无法显示
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3
Assets/Shaders/PackedPBR.ShaderGraph.meta


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1
Assets/WaterSystem/Meshes/Water.fbx.meta


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7
Assets/WaterSystem/PlanarReflection.cs


using UnityEngine;
using System;
using UnityEngine.Experimental.Rendering.LightweightPipeline;
// This is in fact just the Water script from Pro Standard Assets,
// just with refraction stuff removed.

s_InsideRendering = false;
}
// void OnEnable()
// {
// LightweightPipeline.beginFrameRendering += UpdateReflectionCam();
// }
// Cleanup all the objects we possibly have created

878
Assets/scenes/Island.unity
文件差异内容过多而无法显示
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148
Assets/scenes/Testing/WaterPerf.unity


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