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Andre McGrail 6 年前
当前提交
ea076229
共有 15 个文件被更改,包括 294 次插入165 次删除
  1. 2
      Assets/Shaders/Blocker.shader
  2. 6
      Assets/Shaders/PackedPBR/InputSurfacePackedDialectric.hlsl
  3. 8
      Assets/Shaders/PackedPBR/LightweightPackedDialectric.shader
  4. 6
      Assets/Shaders/Vegetation/InputSurfaceVegetation.hlsl
  5. 6
      Assets/Shaders/Vegetation/LWVegetationShader.shader
  6. 2
      Assets/Shaders/Vegetation/ShadowPassVegetation.hlsl
  7. 2
      Assets/Shaders/Vegetation/Vegetation.hlsl
  8. 393
      Assets/scenes/Island.unity
  9. 14
      GeneratedShader.shader
  10. 2
      Packages/com.verasl.water-system/Shaders/InfiniteWater.shader
  11. 2
      Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl
  12. 2
      Packages/com.verasl.water-system/Shaders/WaterFXShader.shader
  13. 2
      Packages/com.verasl.water-system/Shaders/WaterInput.hlsl
  14. 2
      Packages/com.verasl.water-system/Shaders/WaterLighting.hlsl
  15. 10
      UberShader.shader

2
Assets/Shaders/Blocker.shader


#pragma vertex vert
#pragma fragment frag
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
float4 vert (float4 vertex : POSITION) : SV_POSITION
{

6
Assets/Shaders/PackedPBR/InputSurfacePackedDialectric.hlsl


#ifndef LIGHTWEIGHT_INPUT_PACKED_DIALECTRIC_INCLUDED
#define LIGHTWEIGHT_INPUT_PACKED_DIALECTRIC_INCLUDED
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "CoreRP/ShaderLibrary/CommonMaterial.hlsl"
#include "LWRP/ShaderLibrary/InputSurfaceCommon.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/InputSurfaceCommon.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;

8
Assets/Shaders/PackedPBR/LightweightPackedDialectric.shader


#pragma fragment LitPassFragment
#include "InputSurfacePackedDialectric.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassLit.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/LightweightPassLit.hlsl"
ENDHLSL
}

#pragma fragment ShadowPassFragment
#include "InputSurfacePackedDialectric.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/LightweightPassShadow.hlsl"
ENDHLSL
}

#pragma multi_compile_instancing
#include "InputSurfacePackedDialectric.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/LightweightPassDepthOnly.hlsl"
ENDHLSL
}

#pragma shader_feature EDITOR_VISUALIZATION
#include "InputSurfacePackedDialectric.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassMetaPBR.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/LightweightPassMetaPBR.hlsl"
ENDHLSL
}

6
Assets/Shaders/Vegetation/InputSurfaceVegetation.hlsl


#ifndef INPUT_SURFACE_VEGETATION_INCLUDED
#define INPUT_SURFACE_VEGETATION_INCLUDED
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "CoreRP/ShaderLibrary/CommonMaterial.hlsl"
#include "LWRP/ShaderLibrary/InputSurfaceCommon.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/InputSurfaceCommon.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;

6
Assets/Shaders/Vegetation/LWVegetationShader.shader


// It also includes matrix/space conversion functions and fog.
// 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 "LWRP/ShaderLibrary/Core.hlsl"
//#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.
// These are specific to this shader. You should define your own constants.
#include "InputSurfaceVegetation.hlsl"

#pragma multi_compile _ LOD_FADE_CROSSFADE
#include "InputSurfaceVegetation.hlsl"
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "Vegetation.hlsl"
VegetationVertexOutput DepthOnlyVertex(VegetationVertexInput v)

#pragma shader_feature _SPECGLOSSMAP
#include "InputSurfaceVegetation.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassMetaPBR.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/LightweightPassMetaPBR.hlsl"
ENDHLSL
}

2
Assets/Shaders/Vegetation/ShadowPassVegetation.hlsl


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

2
Assets/Shaders/Vegetation/Vegetation.hlsl


#include "LWRP/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl"
//#define UNITY_USE_SHCOEFFS_ARRAYS 1
struct VegetationVertexInput

393
Assets/scenes/Island.unity
文件差异内容过多而无法显示
查看文件

14
GeneratedShader.shader


#define _NORMALMAP 1
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "LWRP/ShaderLibrary/Lighting.hlsl"
#include "CoreRP/ShaderLibrary/Color.hlsl"
#include "CoreRP/ShaderLibrary/UnityInstancing.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
#include "ShaderGraphLibrary/Functions.hlsl"
TEXTURE2D(Texture_CA4EFDF0); SAMPLER(samplerTexture_CA4EFDF0);

#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/LightweightPassShadow.hlsl"
ENDHLSL
}

#pragma vertex vert
#pragma fragment frag
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
float4 vert(float4 pos : POSITION) : SV_POSITION
{

#pragma shader_feature _SPECGLOSSMAP
#include "LWRP/ShaderLibrary/LightweightPassMeta.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/LightweightPassMeta.hlsl"
ENDHLSL
}
}

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


// make fog work
#pragma multi_compile_fog
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "WaterInput.hlsl"
#include "CommonUtilities.hlsl"
#include "WaterLighting.hlsl"

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


#define _SHADOWS_ENABLED
#define SHADOWS_SCREEN 0
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
#include "WaterInput.hlsl"
#include "CommonUtilities.hlsl"
#include "GerstnerWaves.hlsl"

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


#define _NORMALMAP 1
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
struct appdata
{

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


#ifndef WATER_INPUT_INCLUDED
#define WATER_INPUT_INCLUDED
#include "LWRP/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
CBUFFER_START(MaterialProperties)
half _BumpScale;

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


#ifndef WATER_LIGHTING_INCLUDED
#define WATER_LIGHTING_INCLUDED
#include "LWRP/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl"
half CalculateFresnelTerm(half3 normalWS, half3 viewDirectionWS)
{

10
UberShader.shader


}
HLSLINCLUDE
#define USE_LEGACY_UNITY_MATRIX_VARIABLES
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Packing.hlsl"
#include "CoreRP/ShaderLibrary/Color.hlsl"
#include "CoreRP/ShaderLibrary/UnityInstancing.hlsl"
#include "CoreRP/ShaderLibrary/EntityLighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl"
#include "ShaderGraphLibrary/ShaderVariables.hlsl"
#include "ShaderGraphLibrary/ShaderVariablesFunctions.hlsl"
#include "ShaderGraphLibrary/Functions.hlsl"

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