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Merge pull request #20 from Verasl/srp-api-changes

Srp api update
/main
GitHub 6 年前
当前提交
e0fcb680
共有 20 个文件被更改,包括 442 次插入104 次删除
  1. 31
      Assets/Data/LightweightAsset.asset
  2. 6
      Assets/Scripts/Camera/LODTweaker.cs
  3. 1
      Assets/Scripts/Environment/DayNightController.cs
  4. 9
      Assets/Shaders/Vegetation/LWVegetationShader.shader
  5. 12
      Assets/Shaders/Vegetation/ShadowPassVegetation.hlsl
  6. 334
      Assets/scenes/Island.unity
  7. 18
      Assets/scenes/Island_Profiles/PostVolumeGlobal Profile.asset
  8. 2
      Packages/com.verasl.water-system/Editor/PlanarSettingsDrawer.cs
  9. 2
      Packages/com.verasl.water-system/Scripts/Data/WaterSettingsData.cs
  10. 11
      Packages/com.verasl.water-system/Scripts/Data/WaterSurfaceData.asset
  11. 6
      Packages/com.verasl.water-system/Scripts/MainCameraAlign.cs
  12. 13
      Packages/com.verasl.water-system/Scripts/Rendering/PlanerReflections.cs
  13. 22
      Packages/com.verasl.water-system/Scripts/Rendering/WaterFXPass.cs
  14. 23
      Packages/com.verasl.water-system/Scripts/Water.cs
  15. 2
      Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl
  16. 2
      Packages/com.verasl.water-system/Shaders/WaterInput.hlsl
  17. 15
      Packages/manifest.json
  18. 4
      ProjectSettings/GraphicsSettings.asset
  19. 27
      ProjectSettings/ProjectSettings.asset
  20. 6
      ProjectSettings/QualitySettings.asset

31
Assets/Data/LightweightAsset.asset


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m_RequireOpaqueTexture: 1
m_OpaqueDownsampling: 0
m_RequireDepthTexture: 0
m_RequireOpaqueTexture: 0
m_OpaqueDownsampling: 1
m_MainLightShadowmapResolution: 1024
m_MainLightShadowmapResolution: 2048
m_ShadowCascades: 2
m_Cascade2Split: 0.13998428
m_ShadowCascades: 1
m_Cascade2Split: 0.14211619
m_ShadowDepthBias: 1
m_ShadowNormalBias: 1
m_SupportsDynamicBatching: 1
m_SupportsDynamicBatching: 0
m_SavedXRConfig:
renderScale: 1
viewportScale: 1
useOcclusionMesh: 1
occlusionMaskScale: 1
m_ShadowType: 2
m_ShadowType: 1
m_LocalShadowsAtlasResolution: 512
m_MaxPixelLights: 1
m_ShadowAtlasResolution: 2048
m_LocalShadowsAtlasResolution: 256
m_MaxPixelLights: 0
m_ShadowAtlasResolution: 256
m_ShaderVariantLogLevel: 0

6
Assets/Scripts/Camera/LODTweaker.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering.LightweightPipeline;
using UnityEngine.Rendering;
namespace BoatAttack
{

void OnEnable()
{
LightweightRenderPipeline.beginCameraRendering += SetMaxLOD; // listen for LWRP camera callback
RenderPipelineManager.beginCameraRendering += SetMaxLOD; // listen for LWRP camera callback
LightweightRenderPipeline.beginCameraRendering -= SetMaxLOD; // stop listening for LWRP camera callback
RenderPipelineManager.beginCameraRendering -= SetMaxLOD; // stop listening for LWRP camera callback
}
}
}

1
Assets/Scripts/Environment/DayNightController.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering.LightweightPipeline;
namespace BoatAttack
{

9
Assets/Shaders/Vegetation/LWVegetationShader.shader


// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
//#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
#pragma multi_compile _ LOD_FADE_CROSSFADE

// Lighting.hlsl will include the light functions/data to abstract light constants. You should use GetMainLight and GetLight functions
// that initialize Light struct. Lighting.hlsl also include GI, Light BDRF functions. It also includes Shadows.
//#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
// Not required but included here for simplicity. This defines all material related constants for the Standard surface shader like _Color, _MainTex, and so on.
// Not required but included here for simplicity. This defines all material related constants for the Standard surface shader like _Color, _MainTex, and so on.
// These are specific to this shader. You should define your own constants.
#include "InputSurfaceVegetation.hlsl"
#include "Vegetation.hlsl"

inputData.normalWS *= facing;
surfaceData.albedo *= lerp(half3(0.4, 1.6, 0.4), 1, (facing * 0.5 + 0.5));
#endif
//return half4(surfaceData.albedo, 1);
half4 color = LightweightFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);

#pragma fragment LightweightFragmentMeta
#define _METALLICSPECGLOSSMAP 1
#pragma shader_feature EDITOR_VISUALIZATION
#pragma shader_feature _SPECGLOSSMAP

12
Assets/Shaders/Vegetation/ShadowPassVegetation.hlsl


#define SHADOW_PASS_VEGETATION_INCLUDED
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Shadows.hlsl"
// x: global clip space bias, y: normal world space bias
float4 _ShadowBias;
float3 _LightDirection;
struct VertexInput

VertexPositionInputs vertexPosition = GetVertexPositionInputs(input.positionOS);
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
float invNdotL = 1.0 - saturate(dot(_LightDirection, normalWS));
float scale = invNdotL * _ShadowBias.y;
float4 clipPos = TransformWorldToHClip(ApplyShadowBias(vertexPosition.positionWS, normalWS, _LightDirection));
// normal bias is negative since we want to apply an inset normal offset
float3 positionWS = normalWS * scale.xxx + vertexPosition.positionWS;
float4 clipPos = TransformWorldToHClip(positionWS);
// _ShadowBias.x sign depens on if platform has reversed z buffer
clipPos.z += _ShadowBias.x;
#if UNITY_REVERSED_Z
clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);

334
Assets/scenes/Island.unity
文件差异内容过多而无法显示
查看文件

18
Assets/scenes/Island_Profiles/PostVolumeGlobal Profile.asset


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2
Packages/com.verasl.water-system/Editor/PlanarSettingsDrawer.cs


using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.Experimental.Rendering.LightweightPipeline;
using UnityEngine.Rendering.LWRP;
namespace WaterSystem
{

2
Packages/com.verasl.water-system/Scripts/Data/WaterSettingsData.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering.LightweightPipeline;
using UnityEngine.Rendering.LWRP;
namespace WaterSystem.Data
{

11
Packages/com.verasl.water-system/Scripts/Data/WaterSurfaceData.asset


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6
Packages/com.verasl.water-system/Scripts/MainCameraAlign.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering.LightweightPipeline;
using UnityEngine.Rendering;
namespace WaterSystem
{

private void OnEnable()
{
LightweightRenderPipeline.beginCameraRendering += UpdatePosition;
RenderPipelineManager.beginCameraRendering += UpdatePosition;
LightweightRenderPipeline.beginCameraRendering -= UpdatePosition;
RenderPipelineManager.beginCameraRendering -= UpdatePosition;
}
void UpdatePosition(Camera cam)

13
Packages/com.verasl.water-system/Scripts/Rendering/PlanerReflections.cs


using UnityEngine.Rendering;
using WaterSystem;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
namespace UnityEngine.Rendering.LWRP
public class PlanerReflections : MonoBehaviour, IBeforeCameraRender
{
[System.Serializable]

GameObject go =
new GameObject("Planar Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(),
typeof(Camera), typeof(Skybox));
AdditionalCameraData lwrpCamData =
go.AddComponent(typeof(AdditionalCameraData)) as AdditionalCameraData;
LWRPAdditionalCameraData lwrpCamData =
go.AddComponent(typeof(LWRPAdditionalCameraData)) as LWRPAdditionalCameraData;
lwrpCamData.requiresColorOption = CameraOverrideOption.Off;
lwrpCamData.requiresDepthOption = CameraOverrideOption.Off;
var reflectionCamera = go.GetComponent<Camera>();
reflectionCamera.transform.SetPositionAndRotation(transform.position, transform.rotation);
reflectionCamera.targetTexture = m_ReflectionTexture;

reflectionCamera.allowHDR = false;
go.hideFlags = HideFlags.HideAndDontSave;
Shader.SetGlobalTexture("_PlanarReflectionTexture", m_ReflectionTexture);

UpdateReflectionCamera(camera);
CullResults cullResults = new CullResults();
LightweightRenderPipeline.RenderSingleCamera(pipelineInstance, context, m_ReflectionCamera, ref cullResults);
LightweightRenderPipeline.RenderSingleCamera(pipelineInstance, context, m_ReflectionCamera);
GL.invertCulling = false;
RenderSettings.fog = true;

22
Packages/com.verasl.water-system/Scripts/Rendering/WaterFXPass.cs


using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.LightweightPipeline;
using UnityEngine.Rendering.LWRP;
using UnityEngine.Experimental.Rendering.LWRP;
namespace WaterSystem
{

const string k_RenderWaterFXTag = "Render Water FX";
private RenderTargetHandle m_WaterFX = RenderTargetHandle.CameraTarget;
private FilterRenderersSettings transparentFilterSettings { get; set; }
private FilteringSettings transparentFilterSettings { get; set; }
public WaterFXPassImpl()
{

transparentFilterSettings = new FilterRenderersSettings(true)
{
renderQueueRange = RenderQueueRange.transparent,
};
transparentFilterSettings = new FilteringSettings(RenderQueueRange.transparent);
}
public override void Execute(ScriptableRenderer renderer, ScriptableRenderContext context, ref RenderingData renderingData)

context.ExecuteCommandBuffer(cmd);
cmd.Clear();
var drawSettings = CreateDrawRendererSettings(renderingData.cameraData.camera,
SortFlags.CommonTransparent, RendererConfiguration.None, renderingData.supportsDynamicBatching);
var drawSettings = CreateDrawingSettings(renderingData.cameraData.camera,
SortingCriteria.CommonTransparent, PerObjectData.None, renderingData.supportsDynamicBatching);
var filteringSettings = transparentFilterSettings;
context.DrawRenderers(renderingData.cullResults.visibleRenderers, ref drawSettings, transparentFilterSettings);
context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filteringSettings);
context.DrawRenderers(renderingData.cullResults.visibleRenderers, ref drawSettings, transparentFilterSettings);
{
context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filteringSettings);
}
}

23
Packages/com.verasl.water-system/Scripts/Water.cs


using UnityEngine;
using UnityEngine.Profiling;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering.LightweightPipeline;
using WaterSystem.Data;
namespace WaterSystem

{
if (!computeOverride)
useComputeBuffer = SystemInfo.supportsComputeShaders &&
Application.platform != RuntimePlatform.WebGLPlayer;
Application.platform != RuntimePlatform.WebGLPlayer &&
Application.platform != RuntimePlatform.Android;
LightweightRenderPipeline.beginCameraRendering += BeginCameraRendering;
RenderPipelineManager.beginCameraRendering += BeginCameraRendering;
if(resources == null)
{

{
if(Application.isPlaying)
GerstnerWavesJobs.Cleanup();
LightweightRenderPipeline.beginCameraRendering -= BeginCameraRendering;
RenderPipelineManager.beginCameraRendering -= BeginCameraRendering;
if (_depthCam)
{
_depthCam.targetTexture = null;

_depthCam.nearClipPlane =0.1f;
_depthCam.farClipPlane = surfaceData._waterMaxVisibility;
_depthCam.allowHDR = false;
//_depthCam.allowMSAA = false;
_depthCam.allowMSAA = false;
if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES2 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES3)
{
_depthTex.filterMode = FilterMode.Point;
_depthTex.wrapMode = TextureWrapMode.Clamp;
}
_depthTex.name = "WaterDepthMap";
//do depth capture
_depthCam.targetTexture = _depthTex;

//Vector4 zParams = new Vector4(1-f/n, f/n, (1-f/n)/f, (f/n)/f);//2015
Shader.SetGlobalVector("_depthCamZParams", zParams);
#if UNITY_EDITOR
/* Texture2D tex2D = new Texture2D(1024, 1024, TextureFormat.Alpha8, false);
/* #if UNITY_EDITOR
Texture2D tex2D = new Texture2D(1024, 1024, TextureFormat.Alpha8, false);
System.IO.File.WriteAllBytes(Application.dataPath + "/WaterDepth.png", image);*/
#endif
System.IO.File.WriteAllBytes(Application.dataPath + "/WaterDepth.png", image);
#endif*/
_depthCam.enabled = false;
_depthCam.targetTexture = null;

2
Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl


half3 Refraction(half2 distortion, half mip)
{
half3 refrac = SAMPLE_TEXTURE2D_LOD(_CameraOpaqueTexture, sampler_CameraOpaqueTexture_linear, distortion, mip);
half3 refrac = SAMPLE_TEXTURE2D_LOD(_CameraOpaqueTexture, sampler_CameraOpaqueTexture_linear_clamp, distortion, mip);
return refrac;
}

2
Packages/com.verasl.water-system/Shaders/WaterInput.hlsl


#endif
TEXTURE2D(_WaterFXMap);
TEXTURE2D(_CameraDepthTexture);
TEXTURE2D(_CameraOpaqueTexture); SAMPLER(sampler_CameraOpaqueTexture_linear);
TEXTURE2D(_CameraOpaqueTexture); SAMPLER(sampler_CameraOpaqueTexture_linear_clamp);
TEXTURE2D(_WaterDepthMap); SAMPLER(sampler_WaterDepthMap_linear_clamp);

15
Packages/manifest.json


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"com.unity.analytics": "3.0.9",
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"com.unity.burst": "0.2.4-preview.35",
"com.unity.mathematics": "0.0.12-preview.17",
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"com.unity.package-manager-ui": "2.1.0-preview.1",
"com.unity.postprocessing": "2.0.17-preview",
"com.unity.render-pipelines.core": "file:../../../../SRP/ScriptableRenderPipeline/Assets/com.unity.render-pipelines.core",
"com.unity.render-pipelines.lightweight": "file:../../../../SRP/ScriptableRenderPipeline/Assets/com.unity.render-pipelines.lightweight",
"com.unity.shadergraph": "file:../../../../SRP/ScriptableRenderPipeline/Assets/com.unity.shadergraph",
"com.unity.render-pipelines.core": "file:/Users/andremcgrail/Documents/UnityProjects/SRP/ScriptableRenderPipeline/Assets/com.unity.render-pipelines.core",
"com.unity.render-pipelines.lightweight": "file:/Users/andremcgrail/Documents/UnityProjects/SRP/ScriptableRenderPipeline/Assets/com.unity.render-pipelines.lightweight",
"com.unity.shadergraph": "file:/Users/andremcgrail/Documents/UnityProjects/SRP/ScriptableRenderPipeline/Assets/com.unity.shadergraph",
"com.unity.xr.legacyinputhelpers": "1.0.0",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.animation": "1.0.0",
"com.unity.modules.assetbundle": "1.0.0",

4
ProjectSettings/GraphicsSettings.asset


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27
ProjectSettings/ProjectSettings.asset


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28: UNITY_POST_PROCESSING_STACK_V2
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gcMaxTimeSlice: 0
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6
ProjectSettings/QualitySettings.asset


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