Evgenii Golubev
8 年前
当前提交
0ad558b0
共有 25 个文件被更改,包括 376 次插入 和 178 次删除
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6Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
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6Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/Lighting.hlsl
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13Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/Resources/Deferred.shader
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1Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePass.cs
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2Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePassLoop.hlsl
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4Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/ClusteredUtils.hlsl
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2Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/scrbound.compute
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4Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/ShaderBase.hlsl
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114Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.cs
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38Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.hlsl
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157Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePassLoop.hlsl
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3Assets/ScriptableRenderLoop/HDRenderLoop/Material/Builtin/BuiltinData.hlsl
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14Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl
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24Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitData.hlsl
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36Assets/ScriptableRenderLoop/HDRenderLoop/Material/Material.hlsl
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2Assets/ScriptableRenderLoop/HDRenderLoop/Material/Unlit/Unlit.hlsl
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9Assets/ScriptableRenderLoop/HDRenderLoop/Material/Unlit/UnlitData.hlsl
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2Assets/ScriptableRenderLoop/HDRenderLoop/ShaderPass/ShaderPassForward.hlsl
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2Assets/ScriptableRenderLoop/HDRenderLoop/ShaderPass/ShaderPassForwardUnlit.hlsl
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48Assets/ScriptableRenderLoop/HDRenderLoop/Sky/SkyRenderer.cs
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37Assets/ScriptableRenderLoop/HDRenderLoop/Utilities.cs
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4Assets/ScriptableRenderLoop/ShaderLibrary/API/D3D11.hlsl
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2Assets/ScriptableRenderLoop/ShaderLibrary/AreaLighting.hlsl
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21Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl
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3Assets/ScriptableRenderLoop/ShaderLibrary/ImageBasedLighting.hlsl
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// uses the optimized single layered light list for opaques only |
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#if defined (LIGHTLOOP_TILE_DIRECT) || defined(LIGHTLOOP_TILE_ALL) |
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#define PROCESS_DIRECTIONAL_LIGHT |
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#define PROCESS_PUNCTUAL_LIGHT |
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#define PROCESS_AREA_LIGHT |
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#endif |
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#ifdef USE_FPTL_LIGHTLIST |
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#define OPAQUES_ONLY |
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#if defined (LIGHTLOOP_TILE_INDIRECT) || defined(LIGHTLOOP_TILE_ALL) |
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#define PROCESS_ENV_LIGHT |
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uint _NumTileX; |
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uint _NumTileY; |
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#define TILE_SIZE 16 // This is fixed |
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#define DWORD_PER_TILE 16 // See dwordsPerTile in TilePass.cs, we have roomm for 31 lights and a number of light value all store on 16 bit (ushort) |
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// these uniforms are only needed for when OPAQUES_ONLY is NOT defined |
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// but there's a problem with our front-end compilation of compute shaders with multiple kernels causing it to error |
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//#ifdef USE_CLUSTERED_LIGHTLIST |
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float g_fClustScale; |
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float g_fClustBase; |
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float g_fNearPlane; |
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float g_fFarPlane; |
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int g_iLog2NumClusters; // We need to always define these to keep constant buffer layouts compatible |
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uint g_isLogBaseBufferEnabled; |
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uint g_isOpaquesOnlyEnabled; |
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//#endif |
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#ifdef USE_CLUSTERED_LIGHTLIST |
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Buffer<uint> g_vLayeredOffsetsBuffer; |
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Buffer<float> g_logBaseBuffer; |
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#endif |
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// TODO: Need to correctly define the shadow framework, WIP |
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#include "../SinglePass/SinglePass.hlsl" |
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