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Merge pull request #630 from Unity-Technologies/Branch_MoveGGXConvolution

Moved GGX Convolution related files to Material/GGXConvolution
/main
GitHub 7 年前
当前提交
01f3693c
共有 28 个文件被更改,包括 146 次插入84 次删除
  1. 50
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs.hlsl
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.hlsl
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/FragInputs.hlsl
  4. 7
      ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs
  5. 4
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/DeferredDirectionalShadow.compute
  6. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/GGXConvolve.shader
  7. 20
      ScriptableRenderPipeline/HDRenderPipeline/Debug/LightingDebug.cs.hlsl
  8. 9
      ScriptableRenderPipeline/HDRenderPipeline/Debug/LightingDebug.cs.hlsl.meta
  9. 46
      ScriptableRenderPipeline/HDRenderPipeline/Debug/MaterialDebug.cs.hlsl
  10. 9
      ScriptableRenderPipeline/HDRenderPipeline/Debug/MaterialDebug.cs.hlsl.meta
  11. 8
      ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution.meta
  12. 14
      ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/GGXConvolution.cs
  13. 14
      ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/GGXConvolution.cs.hlsl
  14. 9
      ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/GGXConvolution.cs.hlsl.meta
  15. 11
      ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/GGXConvolution.cs.meta
  16. 9
      ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs.hlsl.meta
  17. 14
      ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs.hlsl
  18. 0
      /ScriptableRenderPipeline/HDRenderPipeline/Lighting/DeferredDirectionalShadow.compute
  19. 0
      /ScriptableRenderPipeline/HDRenderPipeline/Lighting/DeferredDirectionalShadow.compute.meta
  20. 0
      /ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/RuntimeFilterIBL.cs.meta
  21. 0
      /ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/GGXConvolve.shader.meta
  22. 0
      /ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/ComputeGgxIblSampleData.compute.meta
  23. 0
      /ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/BuildProbabilityTables.compute.meta
  24. 0
      /ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/BuildProbabilityTables.compute
  25. 0
      /ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/RuntimeFilterIBL.cs
  26. 0
      /ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/GGXConvolve.shader
  27. 0
      /ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/ComputeGgxIblSampleData.compute

50
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs.hlsl


#ifndef DEBUGDISPLAY_CS_HLSL
#define DEBUGDISPLAY_CS_HLSL
//
// UnityEngine.Experimental.Rendering.HDPipeline.DebugLightingMode: static fields
//
#define DEBUGLIGHTINGMODE_NONE (0)
#define DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING (1)
#define DEBUGLIGHTINGMODE_SPECULAR_LIGHTING (2)
#define DEBUGLIGHTINGMODE_VISUALIZE_CASCADE (3)
#define DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_OCCLUSION_FROM_SSAO (4)
#define DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_GTAO_FROM_SSAO (5)
#define DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_OCCLUSION_FROM_SSAO (6)
#define DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_GTAO_FROM_SSAO (7)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Attributes.DebugViewVarying: static fields
//
#define DEBUGVIEWVARYING_NONE (0)
#define DEBUGVIEWVARYING_TEXCOORD0 (1)
#define DEBUGVIEWVARYING_TEXCOORD1 (2)
#define DEBUGVIEWVARYING_TEXCOORD2 (3)
#define DEBUGVIEWVARYING_TEXCOORD3 (4)
#define DEBUGVIEWVARYING_VERTEX_TANGENT_WS (5)
#define DEBUGVIEWVARYING_VERTEX_BITANGENT_WS (6)
#define DEBUGVIEWVARYING_VERTEX_NORMAL_WS (7)
#define DEBUGVIEWVARYING_VERTEX_COLOR (8)
#define DEBUGVIEWVARYING_VERTEX_COLOR_ALPHA (9)
#define DEBUGVIEWVARYING_LAST (10)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Attributes.DebugViewGbuffer: static fields
//
#define DEBUGVIEWGBUFFER_NONE (0)
#define DEBUGVIEWGBUFFER_DEPTH (10)
#define DEBUGVIEWGBUFFER_BAKE_DIFFUSE_LIGHTING_WITH_ALBEDO_PLUS_EMISSIVE (11)
#define DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK0 (12)
#define DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK1 (13)
#define DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK2 (14)
#define DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK3 (15)
#define DEBUGVIEWGBUFFER_LAST (16)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Attributes.DebugViewProperties: static fields
//
#define DEBUGVIEWPROPERTIES_NONE (0)
#define DEBUGVIEWPROPERTIES_TESSELLATION (16)
#define DEBUGVIEWPROPERTIES_PIXEL_DISPLACEMENT (17)
#define DEBUGVIEWPROPERTIES_VERTEX_DISPLACEMENT (18)
#define DEBUGVIEWPROPERTIES_TESSELLATION_DISPLACEMENT (19)
#define DEBUGVIEWPROPERTIES_DEPTH_OFFSET (20)
#define DEBUGVIEWPROPERTIES_LIGHTMAP (21)
//
// UnityEngine.Experimental.Rendering.HDPipeline.FullScreenDebugMode: static fields
//
#define FULLSCREENDEBUGMODE_NONE (0)

2
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.hlsl


#define UNITY_DEBUG_DISPLAY_INCLUDED
#include "DebugDisplay.cs.hlsl"
#include "MaterialDebug.cs.hlsl"
#include "LightingDebug.cs.hlsl"
// Set of parameters available when switching to debug shader mode
int _DebugLightingMode; // Match enum DebugLightingMode

2
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/FragInputs.hlsl


// This structure gather all possible varying/interpolator for this shader.
//-------------------------------------------------------------------------------------
#include "../Debug/DebugDisplay.cs.hlsl"
#include "../Debug/MaterialDebug.cs.hlsl"
struct FragInputs
{

7
ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs


//SkyResolution4096 = 4096
}
[GenerateHLSL(PackingRules.Exact)]
public enum LightSamplingParameters
{
TextureHeight = 256,
TextureWidth = 512
}
public enum EnvironementUpdateMode
{
OnChanged = 0,

4
ScriptableRenderPipeline/HDRenderPipeline/Lighting/DeferredDirectionalShadow.compute


#pragma kernel DeferredDirectionalShadow
#include "ShaderLibrary/Common.hlsl"
#include "../../ShaderVariables.hlsl"
#include "../../Lighting/Lighting.hlsl"
#include "../ShaderVariables.hlsl"
#include "Lighting.hlsl"
RWTexture2D<float4> _DeferredShadowTextureUAV;
float _DirectionalShadowIndex;

2
ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/GGXConvolve.shader


#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "SkyManager.cs.hlsl"
#include "GGXConvolution.cs.hlsl"
TEXTURECUBE(_MainTex);
SAMPLERCUBE(sampler_MainTex);

20
ScriptableRenderPipeline/HDRenderPipeline/Debug/LightingDebug.cs.hlsl


//
// This file was automatically generated. Please don't edit by hand.
//
#ifndef LIGHTINGDEBUG_CS_HLSL
#define LIGHTINGDEBUG_CS_HLSL
//
// UnityEngine.Experimental.Rendering.HDPipeline.DebugLightingMode: static fields
//
#define DEBUGLIGHTINGMODE_NONE (0)
#define DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING (1)
#define DEBUGLIGHTINGMODE_SPECULAR_LIGHTING (2)
#define DEBUGLIGHTINGMODE_VISUALIZE_CASCADE (3)
#define DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_OCCLUSION_FROM_SSAO (4)
#define DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_GTAO_FROM_SSAO (5)
#define DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_OCCLUSION_FROM_SSAO (6)
#define DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_GTAO_FROM_SSAO (7)
#endif

9
ScriptableRenderPipeline/HDRenderPipeline/Debug/LightingDebug.cs.hlsl.meta


fileFormatVersion: 2
guid: ac1ebeb5a5a2fed418218ce6b347e221
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

46
ScriptableRenderPipeline/HDRenderPipeline/Debug/MaterialDebug.cs.hlsl


//
// This file was automatically generated. Please don't edit by hand.
//
#ifndef MATERIALDEBUG_CS_HLSL
#define MATERIALDEBUG_CS_HLSL
//
// UnityEngine.Experimental.Rendering.HDPipeline.Attributes.DebugViewVarying: static fields
//
#define DEBUGVIEWVARYING_NONE (0)
#define DEBUGVIEWVARYING_TEXCOORD0 (1)
#define DEBUGVIEWVARYING_TEXCOORD1 (2)
#define DEBUGVIEWVARYING_TEXCOORD2 (3)
#define DEBUGVIEWVARYING_TEXCOORD3 (4)
#define DEBUGVIEWVARYING_VERTEX_TANGENT_WS (5)
#define DEBUGVIEWVARYING_VERTEX_BITANGENT_WS (6)
#define DEBUGVIEWVARYING_VERTEX_NORMAL_WS (7)
#define DEBUGVIEWVARYING_VERTEX_COLOR (8)
#define DEBUGVIEWVARYING_VERTEX_COLOR_ALPHA (9)
#define DEBUGVIEWVARYING_LAST (10)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Attributes.DebugViewGbuffer: static fields
//
#define DEBUGVIEWGBUFFER_NONE (0)
#define DEBUGVIEWGBUFFER_DEPTH (10)
#define DEBUGVIEWGBUFFER_BAKE_DIFFUSE_LIGHTING_WITH_ALBEDO_PLUS_EMISSIVE (11)
#define DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK0 (12)
#define DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK1 (13)
#define DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK2 (14)
#define DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK3 (15)
#define DEBUGVIEWGBUFFER_LAST (16)
//
// UnityEngine.Experimental.Rendering.HDPipeline.Attributes.DebugViewProperties: static fields
//
#define DEBUGVIEWPROPERTIES_NONE (0)
#define DEBUGVIEWPROPERTIES_TESSELLATION (16)
#define DEBUGVIEWPROPERTIES_PIXEL_DISPLACEMENT (17)
#define DEBUGVIEWPROPERTIES_VERTEX_DISPLACEMENT (18)
#define DEBUGVIEWPROPERTIES_TESSELLATION_DISPLACEMENT (19)
#define DEBUGVIEWPROPERTIES_DEPTH_OFFSET (20)
#define DEBUGVIEWPROPERTIES_LIGHTMAP (21)
#endif

9
ScriptableRenderPipeline/HDRenderPipeline/Debug/MaterialDebug.cs.hlsl.meta


fileFormatVersion: 2
guid: cce0374c3f91d32489d7ce55fcbf8d2e
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

8
ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution.meta


fileFormatVersion: 2
guid: 58f7be3dd9cacc14ab4933c864014bae
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

14
ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/GGXConvolution.cs


using UnityEngine.Rendering;
using System;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
// For multiple importance sampling
// TODO: not working currently, will be updated later
[GenerateHLSL(PackingRules.Exact)]
public enum LightSamplingParameters
{
TextureHeight = 256,
TextureWidth = 512
}
}

14
ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/GGXConvolution.cs.hlsl


//
// This file was automatically generated. Please don't edit by hand.
//
#ifndef GGXCONVOLUTION_CS_HLSL
#define GGXCONVOLUTION_CS_HLSL
//
// UnityEngine.Experimental.Rendering.HDPipeline.LightSamplingParameters: static fields
//
#define LIGHTSAMPLINGPARAMETERS_TEXTURE_HEIGHT (256)
#define LIGHTSAMPLINGPARAMETERS_TEXTURE_WIDTH (512)
#endif

9
ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/GGXConvolution.cs.hlsl.meta


fileFormatVersion: 2
guid: d2c1bda84c2c45f4782732c8e3f3ba1b
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

11
ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/GGXConvolution.cs.meta


fileFormatVersion: 2
guid: f96a85514b0168541b31f8f052d55f1d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
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9
ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs.hlsl.meta


fileFormatVersion: 2
guid: 839dd86bae5fa4d46bf4facd02608862
timeCreated: 1483546512
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
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14
ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs.hlsl


//
// This file was automatically generated. Please don't edit by hand.
//
#ifndef SKYMANAGER_CS_HLSL
#define SKYMANAGER_CS_HLSL
//
// UnityEngine.Experimental.Rendering.HDPipeline.LightSamplingParameters: static fields
//
#define LIGHTSAMPLINGPARAMETERS_TEXTURE_HEIGHT (256)
#define LIGHTSAMPLINGPARAMETERS_TEXTURE_WIDTH (512)
#endif

/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/DeferredDirectionalShadow.compute → /ScriptableRenderPipeline/HDRenderPipeline/Lighting/DeferredDirectionalShadow.compute

/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/DeferredDirectionalShadow.compute.meta → /ScriptableRenderPipeline/HDRenderPipeline/Lighting/DeferredDirectionalShadow.compute.meta

/ScriptableRenderPipeline/HDRenderPipeline/Sky/RuntimeFilterIBL.cs.meta → /ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/RuntimeFilterIBL.cs.meta

/ScriptableRenderPipeline/HDRenderPipeline/Sky/GGXConvolve.shader.meta → /ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/GGXConvolve.shader.meta

/ScriptableRenderPipeline/HDRenderPipeline/Sky/ComputeGgxIblSampleData.compute.meta → /ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/ComputeGgxIblSampleData.compute.meta

/ScriptableRenderPipeline/HDRenderPipeline/Sky/BuildProbabilityTables.compute.meta → /ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/BuildProbabilityTables.compute.meta

/ScriptableRenderPipeline/HDRenderPipeline/Sky/BuildProbabilityTables.compute → /ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/BuildProbabilityTables.compute

/ScriptableRenderPipeline/HDRenderPipeline/Sky/RuntimeFilterIBL.cs → /ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/RuntimeFilterIBL.cs

/ScriptableRenderPipeline/HDRenderPipeline/Sky/GGXConvolve.shader → /ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/GGXConvolve.shader

/ScriptableRenderPipeline/HDRenderPipeline/Sky/ComputeGgxIblSampleData.compute → /ScriptableRenderPipeline/HDRenderPipeline/Material/GGXConvolution/ComputeGgxIblSampleData.compute

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