比较提交
合并到: unity-tech-cn:main
unity-tech-cn:/main
unity-tech-cn:/2019.3-marc
unity-tech-cn:/lw-hw19-volume-env
unity-tech-cn:/release-2019.1
unity-tech-cn:/release-2019.2
unity-tech-cn:/demo-work-customrenderer
unity-tech-cn:/bugfix-R11G11B10-check
unity-tech-cn:/dots-input
unity-tech-cn:/bugfix-fix-vulkan-swapchain-image-count
unity-tech-cn:/deferred-renderer
unity-tech-cn:/adding-adaptive-performance
unity-tech-cn:/incrementalpipeline2
unity-tech-cn:/demo-ssao-2020.1
unity-tech-cn:/dots-physics
unity-tech-cn:/release-2019.3
unity-tech-cn:/release-2019.4-LTS
unity-tech-cn:/demo-webinar-unitenow
unity-tech-cn:/feature-custom-postprocessing
unity-tech-cn:/feature-infinite-sea
unity-tech-cn:/adaptive-performance
unity-tech-cn:/feature-new-clouds
unity-tech-cn:/seans-add-link-xml
unity-tech-cn:/boatattack-xr-add-xr-support
unity-tech-cn:/demo-artist_tools
unity-tech-cn:/testing-urp-pointlight-shadows
unity-tech-cn:/demo-rgi
unity-tech-cn:/feature-imposters
unity-tech-cn:/demo-work
unity-tech-cn:/ps5-settings
unity-tech-cn:/seans-disable-camera-destroy
unity-tech-cn:/artist_tools_couch_version
unity-tech-cn:/updates-2019.4LTS
unity-tech-cn:/consoles-perf
unity-tech-cn:/graphics-tests
unity-tech-cn:/feature-new-level
unity-tech-cn:/boat-attack-2.0
unity-tech-cn:/testing-depth-repo
unity-tech-cn:/tests-bump-utf
unity-tech-cn:/testing-automation
unity-tech-cn:/nrp_perf
unity-tech-cn:/graphics-gpudriven
unity-tech-cn:/perf-ant-75
unity-tech-cn:/main/zhen.zhu
unity-tech-cn:/ps5-settings/minimal
拉取从: unity-tech-cn:demo-ssao-2020.1
unity-tech-cn:/main
unity-tech-cn:/2019.3-marc
unity-tech-cn:/lw-hw19-volume-env
unity-tech-cn:/release-2019.1
unity-tech-cn:/release-2019.2
unity-tech-cn:/demo-work-customrenderer
unity-tech-cn:/bugfix-R11G11B10-check
unity-tech-cn:/dots-input
unity-tech-cn:/bugfix-fix-vulkan-swapchain-image-count
unity-tech-cn:/deferred-renderer
unity-tech-cn:/adding-adaptive-performance
unity-tech-cn:/incrementalpipeline2
unity-tech-cn:/demo-ssao-2020.1
unity-tech-cn:/dots-physics
unity-tech-cn:/release-2019.3
unity-tech-cn:/release-2019.4-LTS
unity-tech-cn:/demo-webinar-unitenow
unity-tech-cn:/feature-custom-postprocessing
unity-tech-cn:/feature-infinite-sea
unity-tech-cn:/adaptive-performance
unity-tech-cn:/feature-new-clouds
unity-tech-cn:/seans-add-link-xml
unity-tech-cn:/boatattack-xr-add-xr-support
unity-tech-cn:/demo-artist_tools
unity-tech-cn:/testing-urp-pointlight-shadows
unity-tech-cn:/demo-rgi
unity-tech-cn:/feature-imposters
unity-tech-cn:/demo-work
unity-tech-cn:/ps5-settings
unity-tech-cn:/seans-disable-camera-destroy
unity-tech-cn:/artist_tools_couch_version
unity-tech-cn:/updates-2019.4LTS
unity-tech-cn:/consoles-perf
unity-tech-cn:/graphics-tests
unity-tech-cn:/feature-new-level
unity-tech-cn:/boat-attack-2.0
unity-tech-cn:/testing-depth-repo
unity-tech-cn:/tests-bump-utf
unity-tech-cn:/testing-automation
unity-tech-cn:/nrp_perf
unity-tech-cn:/graphics-gpudriven
unity-tech-cn:/perf-ant-75
unity-tech-cn:/main/zhen.zhu
unity-tech-cn:/ps5-settings/minimal
此合并请求有变更与目标分支冲突。
/Packages/com.verasl.water-system/Materials/Sea.mat
/Packages/com.verasl.water-system/Shaders/WaterInput.hlsl
/Packages/com.verasl.water-system/Shaders/GerstnerWaves.hlsl
/Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl
/Packages/com.verasl.water-system/Shaders/WaterLighting.hlsl
/Packages/com.verasl.water-system/Scripts/Rendering/WaterSystemFeature.cs.meta
/Packages/com.verasl.water-system/Scripts/Rendering/WaterSystemFeature.cs
/Packages/com.verasl.water-system/Scripts/Water.cs
/Packages/manifest.json
/Assets/Materials/BlackoutBackface.mat
/Assets/Materials/Blocker.mat
/Assets/Materials/BushTest.mat
/Assets/Materials/Seaweed.mat
/Assets/Materials/Splash.mat
/Assets/Materials/StudioLight.mat
/Assets/Materials/StudioLight_Bright.mat
/Assets/Materials/Terrain.mat
/Assets/Data/UniversalRP/PipelineAsset_High.asset
/Assets/Data/UniversalRP/BoatDemoRenderer.asset
/Assets/Objects/Levels/Island/Terrain_0_0.asset
/Assets/Objects/Levels/Island/Terrain_1_0.asset
/Assets/Objects/environment/Cliffs/Materials/Env_Cliff_Full_01.mat
/Assets/Objects/environment/Cliffs/Materials/Env_Cliffs.mat
/Assets/Objects/environment/Cliffs/Materials/Env_HeroCave.mat
/Assets/Objects/environment/Cliffs/Materials/Env_HeroLarge.mat
/Assets/Objects/environment/Cliffs/Materials/Env_Rocks.mat
/Assets/Objects/props/props/Materials/Matr_Props.mat
/Assets/Resources/AppManager.prefab
/Assets/scenes/demo_Island.unity
/ProjectSettings/QualitySettings.asset
/ProjectSettings/ProjectVersion.txt
/ProjectSettings/URPProjectSettings.asset
/ProjectSettings/VersionControlSettings.asset
/UserSettings
/Assets/Shaders/Imposters/Shader Graphs_ImposterTest.mat
5 次代码提交
main
...
demo-ssao-2020.1
作者 | SHA1 | 备注 | 提交日期 |
---|---|---|---|
andytouch | baa541e9 | Upgrade: Project is now using Unity 2020.1.0b8 | 4 年前 |
andytouch | 678137e6 | Graphics: Adding XRay Dither Effect for Checkpoints | 4 年前 |
andytouch | f54a33a6 | Graphics: Added Scriptable Render Features for Webinar Demo | 4 年前 |
andytouch | 97982772 | Fix: Imported fixed Water Caustics from demo-work branch | 4 年前 |
andytouch | 3fbae2ee | Gameplay: Set up AppManager to start with 1 Human & 3 AI Boats | 4 年前 |
共有 83 个文件被更改,包括 1691 次插入 和 110 次删除
-
12Assets/Resources/AppManager.prefab
-
59Assets/scenes/demo_Island.unity
-
24Assets/Data/UniversalRP/BoatDemoRenderer.asset
-
2Assets/Data/UniversalRP/PipelineAsset_High.asset
-
5Assets/Materials/BlackoutBackface.mat
-
5Assets/Materials/Blocker.mat
-
5Assets/Materials/BushTest.mat
-
5Assets/Materials/Seaweed.mat
-
3Assets/Materials/Splash.mat
-
5Assets/Materials/StudioLight.mat
-
5Assets/Materials/StudioLight_Bright.mat
-
3Assets/Materials/Terrain.mat
-
11Assets/Objects/Levels/Island/Terrain_0_0.asset
-
8Assets/Objects/Levels/Island/Terrain_1_0.asset
-
5Assets/Objects/environment/Cliffs/Materials/Env_Cliff_Full_01.mat
-
5Assets/Objects/environment/Cliffs/Materials/Env_Cliffs.mat
-
5Assets/Objects/environment/Cliffs/Materials/Env_HeroCave.mat
-
5Assets/Objects/environment/Cliffs/Materials/Env_HeroLarge.mat
-
5Assets/Objects/environment/Cliffs/Materials/Env_Rocks.mat
-
2Assets/Objects/misc/checkpoint.prefab
-
5Assets/Objects/props/props/Materials/Matr_Props.mat
-
5Assets/Shaders/Imposters/Shader Graphs_ImposterTest.mat
-
13Packages/com.verasl.water-system/Scripts/Rendering/WaterSystemFeature.cs
-
2Packages/com.verasl.water-system/Scripts/Rendering/WaterSystemFeature.cs.meta
-
58Packages/com.verasl.water-system/Scripts/Water.cs
-
2Packages/com.verasl.water-system/Shaders/GerstnerWaves.hlsl
-
29Packages/com.verasl.water-system/Shaders/WaterCommon.hlsl
-
2Packages/com.verasl.water-system/Shaders/WaterInput.hlsl
-
4Packages/com.verasl.water-system/Shaders/WaterLighting.hlsl
-
1Packages/com.verasl.water-system/Materials/Caustics.mat
-
1Packages/com.verasl.water-system/Materials/Sea.mat
-
10Packages/manifest.json
-
4ProjectSettings/ProjectVersion.txt
-
2ProjectSettings/QualitySettings.asset
-
8Assets/ScriptableRenderFeatures.meta
-
8Assets/Data/UniversalRP/BoatRetroRenderer.asset.meta
-
111Assets/Data/UniversalRP/BoatRetroRenderer.asset
-
15ProjectSettings/URPProjectSettings.asset
-
8ProjectSettings/VersionControlSettings.asset
-
8Assets/ScriptableRenderFeatures/RenderPasses.meta
-
53Assets/ScriptableRenderFeatures/RenderPasses/Blit.cs
-
11Assets/ScriptableRenderFeatures/RenderPasses/Blit.cs.meta
-
85Assets/ScriptableRenderFeatures/RenderPasses/BlitPass.cs
-
11Assets/ScriptableRenderFeatures/RenderPasses/BlitPass.cs.meta
-
28Assets/ScriptableRenderFeatures/RenderPasses/FullScreenQuad.cs
-
11Assets/ScriptableRenderFeatures/RenderPasses/FullScreenQuad.cs.meta
-
30Assets/ScriptableRenderFeatures/RenderPasses/FullScreenQuadPass.cs
-
11Assets/ScriptableRenderFeatures/RenderPasses/FullScreenQuadPass.cs.meta
-
8Assets/ScriptableRenderFeatures/RetroPass.meta
-
8Assets/ScriptableRenderFeatures/SobelOutlinePass.meta
-
8Assets/ScriptableRenderFeatures/ToonOutline.meta
-
119Assets/ScriptableRenderFeatures/ToonOutline/OutlineToon_SobelBlit.mat
-
8Assets/ScriptableRenderFeatures/ToonOutline/OutlineToon_SobelBlit.mat.meta
-
120Assets/ScriptableRenderFeatures/ToonOutline/SobelFilter.shader
-
9Assets/ScriptableRenderFeatures/ToonOutline/SobelFilter.shader.meta
-
8Assets/ScriptableRenderFeatures/ToonPass.meta
-
8Assets/ScriptableRenderFeatures/DitherPass.meta
-
97Assets/ScriptableRenderFeatures/DitherPass/Dither.mat
-
8Assets/ScriptableRenderFeatures/DitherPass/Dither.mat.meta
-
152Assets/ScriptableRenderFeatures/DitherPass/ScreenDitherShader.shadergraph
-
10Assets/ScriptableRenderFeatures/DitherPass/ScreenDitherShader.shadergraph.meta
-
8Assets/ScriptableRenderFeatures/RetroPass/Mat_Pass_Retro.mat.meta
-
140Assets/ScriptableRenderFeatures/RetroPass/ShaderGraph_Retro.shadergraph
-
10Assets/ScriptableRenderFeatures/RetroPass/ShaderGraph_Retro.shadergraph.meta
-
33Assets/ScriptableRenderFeatures/RetroPass/Mat_Pass_Retro.mat
-
8Assets/ScriptableRenderFeatures/SobelOutlinePass/Mat_Pass_OutlineSobel.mat.meta
-
112Assets/ScriptableRenderFeatures/SobelOutlinePass/Shader_OutlineSobel.shader
-
9Assets/ScriptableRenderFeatures/SobelOutlinePass/Shader_OutlineSobel.shader.meta
-
32Assets/ScriptableRenderFeatures/SobelOutlinePass/Mat_Pass_OutlineSobel.mat
-
8Assets/ScriptableRenderFeatures/ToonPass/Mat_Pass_ToonPosterize.mat.meta
-
86Assets/ScriptableRenderFeatures/ToonPass/ShaderGraph_ToonPosterize.shadergraph
-
10Assets/ScriptableRenderFeatures/ToonPass/ShaderGraph_ToonPosterize.shadergraph.meta
-
34Assets/ScriptableRenderFeatures/ToonPass/Mat_Pass_ToonPosterize.mat
-
25UserSettings/EditorUserSettings.asset
-
8Assets/scenes/_levels/level_Island/Terrain.meta
11
Assets/Objects/Levels/Island/Terrain_0_0.asset
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
8
Assets/Objects/Levels/Island/Terrain_1_0.asset
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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namespace UnityEngine.Experiemntal.Rendering.Universal |
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{ |
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public class Blit : ScriptableRendererFeature |
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{ |
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[System.Serializable] |
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public class BlitSettings |
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{ |
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public RenderPassEvent Event = RenderPassEvent.AfterRenderingOpaques; |
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public Material blitMaterial = null; |
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public int blitMaterialPassIndex = -1; |
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public Target destination = Target.Color; |
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} |
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public enum Target |
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{ |
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Color, |
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Texture |
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} |
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public BlitSettings settings = new BlitSettings(); |
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RenderTargetHandle m_RenderTextureHandle; |
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BlitPass blitPass; |
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|
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public override void Create() |
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{ |
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var passIndex = settings.blitMaterial != null ? settings.blitMaterial.passCount - 1 : 1; |
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settings.blitMaterialPassIndex = Mathf.Clamp(settings.blitMaterialPassIndex, -1, passIndex); |
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blitPass = new BlitPass(settings.Event, settings.blitMaterial, settings.blitMaterialPassIndex, name); |
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m_RenderTextureHandle.Init(settings.textureId); |
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} |
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) |
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{ |
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var src = renderer.cameraColorTarget; |
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var dest = (settings.destination == Target.Color) ? RenderTargetHandle.CameraTarget : m_RenderTextureHandle; |
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|
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if (settings.blitMaterial == null) |
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{ |
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Debug.LogWarningFormat("Missing Blit Material. {0} blit pass will not execute. Check for missing reference in the assigned renderer.", GetType().Name); |
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return; |
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} |
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|
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blitPass.Setup(src, dest); |
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renderer.EnqueuePass(blitPass); |
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} |
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} |
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using UnityEngine.Rendering; |
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using UnityEngine.Rendering.Universal; |
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|
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namespace UnityEngine.Experiemntal.Rendering.Universal |
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{ |
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/// <summary>
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/// Copy the given color buffer to the given destination color buffer.
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///
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/// You can use this pass to copy a color buffer to the destination,
|
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/// so you can use it later in rendering. For example, you can copy
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/// the opaque texture to use it for distortion effects.
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/// </summary>
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internal class BlitPass : ScriptableRenderPass |
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{ |
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public enum RenderTarget |
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{ |
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Color, |
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RenderTexture, |
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} |
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|
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public Material blitMaterial = null; |
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public int blitShaderPassIndex = 0; |
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public FilterMode filterMode { get; set; } |
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private RenderTargetIdentifier source { get; set; } |
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private RenderTargetHandle destination { get; set; } |
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|
|||
RenderTargetHandle m_TemporaryColorTexture; |
|||
string m_ProfilerTag; |
|||
|
|||
/// <summary>
|
|||
/// Create the CopyColorPass
|
|||
/// </summary>
|
|||
public BlitPass(RenderPassEvent renderPassEvent, Material blitMaterial, int blitShaderPassIndex, string tag) |
|||
{ |
|||
this.renderPassEvent = renderPassEvent; |
|||
this.blitMaterial = blitMaterial; |
|||
this.blitShaderPassIndex = blitShaderPassIndex; |
|||
m_ProfilerTag = tag; |
|||
m_TemporaryColorTexture.Init("_TemporaryColorTexture"); |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Configure the pass with the source and destination to execute on.
|
|||
/// </summary>
|
|||
/// <param name="source">Source Render Target</param>
|
|||
/// <param name="destination">Destination Render Target</param>
|
|||
public void Setup(RenderTargetIdentifier source, RenderTargetHandle destination) |
|||
{ |
|||
this.source = source; |
|||
this.destination = destination; |
|||
} |
|||
|
|||
/// <inheritdoc/>
|
|||
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) |
|||
{ |
|||
CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag); |
|||
|
|||
RenderTextureDescriptor opaqueDesc = renderingData.cameraData.cameraTargetDescriptor; |
|||
opaqueDesc.depthBufferBits = 0; |
|||
|
|||
// Can't read and write to same color target, create a temp render target to blit.
|
|||
if (destination == RenderTargetHandle.CameraTarget) |
|||
{ |
|||
cmd.GetTemporaryRT(m_TemporaryColorTexture.id, opaqueDesc, filterMode); |
|||
Blit(cmd, source, m_TemporaryColorTexture.Identifier(), blitMaterial, blitShaderPassIndex); |
|||
Blit(cmd, m_TemporaryColorTexture.Identifier(), source); |
|||
} |
|||
else |
|||
{ |
|||
Blit(cmd, source, destination.Identifier(), blitMaterial, blitShaderPassIndex); |
|||
} |
|||
|
|||
context.ExecuteCommandBuffer(cmd); |
|||
CommandBufferPool.Release(cmd); |
|||
} |
|||
|
|||
/// <inheritdoc/>
|
|||
public override void FrameCleanup(CommandBuffer cmd) |
|||
{ |
|||
if (destination == RenderTargetHandle.CameraTarget) |
|||
cmd.ReleaseTemporaryRT(m_TemporaryColorTexture.id); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
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guid: f5466d99e64664028b9acbe302e32b1b |
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executionOrder: 0 |
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assetBundleName: |
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assetBundleVariant: |
|
|||
using UnityEngine.Rendering.Universal; |
|||
|
|||
namespace UnityEngine.Experimental.Rendering.Universal |
|||
{ |
|||
public class FullScreenQuad : ScriptableRendererFeature |
|||
{ |
|||
[System.Serializable] |
|||
public struct FullScreenQuadSettings |
|||
{ |
|||
public RenderPassEvent renderPassEvent; |
|||
public Material material; |
|||
} |
|||
|
|||
public FullScreenQuadSettings m_Settings; |
|||
FullScreenQuadPass m_RenderQuadPass; |
|||
|
|||
public override void Create() |
|||
{ |
|||
m_RenderQuadPass = new FullScreenQuadPass(m_Settings); |
|||
} |
|||
|
|||
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) |
|||
{ |
|||
if (m_Settings.material != null) |
|||
renderer.EnqueuePass(m_RenderQuadPass); |
|||
} |
|||
} |
|||
} |
|
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|
|||
using UnityEngine.Rendering; |
|||
using UnityEngine.Rendering.Universal; |
|||
|
|||
namespace UnityEngine.Experimental.Rendering.Universal |
|||
{ |
|||
public class FullScreenQuadPass : ScriptableRenderPass |
|||
{ |
|||
string m_ProfilerTag = "DrawFullScreenPass"; |
|||
|
|||
FullScreenQuad.FullScreenQuadSettings m_Settings; |
|||
|
|||
public FullScreenQuadPass(FullScreenQuad.FullScreenQuadSettings settings) |
|||
{ |
|||
renderPassEvent = settings.renderPassEvent; |
|||
m_Settings = settings; |
|||
} |
|||
|
|||
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) |
|||
{ |
|||
Camera camera = renderingData.cameraData.camera; |
|||
|
|||
var cmd = CommandBufferPool.Get(m_ProfilerTag); |
|||
cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity); |
|||
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_Settings.material); |
|||
cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, camera.projectionMatrix); |
|||
context.ExecuteCommandBuffer(cmd); |
|||
CommandBufferPool.Release(cmd); |
|||
} |
|||
} |
|||
} |
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Shader "Unlit/SobelFilter" |
|||
{ |
|||
Properties |
|||
{ |
|||
[HideInInspector]_MainTex ("Base (RGB)", 2D) = "white" {} |
|||
_Delta ("Line Thickness", Range(0.0005, 0.0025)) = 0.001 |
|||
[Toggle(RAW_OUTLINE)]_Raw ("Outline Only", Float) = 0 |
|||
[Toggle(POSTERIZE)]_Poseterize ("Posterize", Float) = 0 |
|||
_PosterizationCount ("Count", float) = 8 |
|||
} |
|||
SubShader |
|||
{ |
|||
Tags { "RenderType"="Opaque" } |
|||
LOD 200 |
|||
|
|||
Pass |
|||
{ |
|||
HLSLPROGRAM |
|||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" |
|||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" |
|||
|
|||
#pragma shader_feature RAW_OUTLINE |
|||
#pragma shader_feature POSTERIZE |
|||
|
|||
TEXTURE2D(_CameraDepthTexture); |
|||
SAMPLER(sampler_CameraDepthTexture); |
|||
|
|||
#ifndef RAW_OUTLINE |
|||
TEXTURE2D(_MainTex); |
|||
SAMPLER(sampler_MainTex); |
|||
#endif |
|||
float _Delta; |
|||
int _PosterizationCount; |
|||
|
|||
struct Attributes |
|||
{ |
|||
float4 positionOS : POSITION; |
|||
float2 uv : TEXCOORD0; |
|||
}; |
|||
|
|||
struct Varyings |
|||
{ |
|||
float2 uv : TEXCOORD0; |
|||
float4 vertex : SV_POSITION; |
|||
UNITY_VERTEX_OUTPUT_STEREO |
|||
}; |
|||
|
|||
float SampleDepth(float2 uv) |
|||
{ |
|||
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) |
|||
return SAMPLE_TEXTURE2D_ARRAY(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex).r; |
|||
#else |
|||
return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, uv); |
|||
#endif |
|||
} |
|||
|
|||
float sobel (float2 uv) |
|||
{ |
|||
float2 delta = float2(_Delta, _Delta); |
|||
|
|||
float hr = 0; |
|||
float vt = 0; |
|||
|
|||
hr += SampleDepth(uv + float2(-1.0, -1.0) * delta) * 1.0; |
|||
hr += SampleDepth(uv + float2( 1.0, -1.0) * delta) * -1.0; |
|||
hr += SampleDepth(uv + float2(-1.0, 0.0) * delta) * 2.0; |
|||
hr += SampleDepth(uv + float2( 1.0, 0.0) * delta) * -2.0; |
|||
hr += SampleDepth(uv + float2(-1.0, 1.0) * delta) * 1.0; |
|||
hr += SampleDepth(uv + float2( 1.0, 1.0) * delta) * -1.0; |
|||
|
|||
vt += SampleDepth(uv + float2(-1.0, -1.0) * delta) * 1.0; |
|||
vt += SampleDepth(uv + float2( 0.0, -1.0) * delta) * 2.0; |
|||
vt += SampleDepth(uv + float2( 1.0, -1.0) * delta) * 1.0; |
|||
vt += SampleDepth(uv + float2(-1.0, 1.0) * delta) * -1.0; |
|||
vt += SampleDepth(uv + float2( 0.0, 1.0) * delta) * -2.0; |
|||
vt += SampleDepth(uv + float2( 1.0, 1.0) * delta) * -1.0; |
|||
|
|||
return sqrt(hr * hr + vt * vt); |
|||
} |
|||
|
|||
Varyings vert(Attributes input) |
|||
{ |
|||
Varyings output = (Varyings)0; |
|||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); |
|||
|
|||
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); |
|||
output.vertex = vertexInput.positionCS; |
|||
output.uv = input.uv; |
|||
|
|||
return output; |
|||
} |
|||
|
|||
half4 frag (Varyings input) : SV_Target |
|||
{ |
|||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); |
|||
|
|||
float s = pow(1 - saturate(sobel(input.uv)), 50); |
|||
#ifdef RAW_OUTLINE |
|||
return half4(s.xxx, 1); |
|||
#else |
|||
half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv); |
|||
#ifdef POSTERIZE |
|||
col = pow(col, 0.4545); |
|||
float3 c = RgbToHsv(col); |
|||
c.z = round(c.z * _PosterizationCount) / _PosterizationCount; |
|||
col = float4(HsvToRgb(c), col.a); |
|||
col = pow(col, 2.2); |
|||
#endif |
|||
return col * s; |
|||
#endif |
|||
} |
|||
|
|||
#pragma vertex vert |
|||
#pragma fragment frag |
|||
|
|||
ENDHLSL |
|||
} |
|||
} |
|||
FallBack "Diffuse" |
|||
} |
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Assets/ScriptableRenderFeatures/DitherPass/ScreenDitherShader.shadergraph
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文件差异内容过多而无法显示
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Assets/ScriptableRenderFeatures/RetroPass/ShaderGraph_Retro.shadergraph
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
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Shader "Passes/Outline Sobel" |
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{ |
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Properties |
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[HideInInspector]_MainTex ("Base (RGB)", 2D) = "white" {} |
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{ |
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LOD 200 |
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{ |
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TEXTURE2D(_CameraDepthTexture); |
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SAMPLER(sampler_CameraDepthTexture); |
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#ifndef RAW_OUTLINE |
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TEXTURE2D(_MainTex); |
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SAMPLER(sampler_MainTex); |
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float _Delta; |
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float _DepthIntensity; |
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struct Attributes |
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{ |
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float4 positionOS : POSITION; |
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float2 uv : TEXCOORD0; |
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}; |
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struct Varyings |
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{ |
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float2 uv : TEXCOORD0; |
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float4 vertex : SV_POSITION; |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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float SampleDepth(float2 uv) |
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{ |
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return SAMPLE_TEXTURE2D_ARRAY(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex).r; |
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} |
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float sobel (float2 uv) |
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{ |
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float2 delta = float2(_Delta, _Delta); |
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float hr = 0; |
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float vt = 0; |
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vt += SampleDepth(uv + float2(-1.0, -1.0) * delta) * 1.0; |
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vt += SampleDepth(uv + float2( 0.0, 1.0) * delta) * -2.0; |
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vt += SampleDepth(uv + float2( 1.0, 1.0) * delta) * -1.0; |
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} |
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Varyings vert(Attributes input) |
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{ |
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Varyings output = (Varyings)0; |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); |
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|
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); |
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output.vertex = vertexInput.positionCS; |
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output.uv = input.uv; |
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return output; |
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} |
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half4 frag (Varyings input) : SV_Target |
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{ |
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); |
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|
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float s = pow(1 - saturate(sobel(input.uv)), _DepthIntensity); |
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|
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#ifdef RAW_OUTLINE |
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return half4(s.xxx, 1); |
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#else |
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half4 col = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv); |
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return col * s; |
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} |
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|
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#pragma vertex vert |
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#pragma fragment frag |
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ENDHLSL |
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} |
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} |
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FallBack "Diffuse" |
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Assets/ScriptableRenderFeatures/ToonPass/ShaderGraph_ToonPosterize.shadergraph
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
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