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MaterialUpgrader for Mobile to LDRenderPipeline and small changes to allow gloss & shineness on LDRenderPipeline. Temporary workaround the issue that was causing Lightmap to crash unity.

/vr_sandbox
Felipe Lira 7 年前
当前提交
11a8a1a4
共有 41 个文件被更改,包括 1739 次插入771 次删除
  1. 10
      Assets/LowEndRenderPipeline/Editor/StandardSpecularToLDMaterialUpgrader.cs
  2. 808
      Assets/LowEndRenderPipeline/LDRenderPipelineBasicScene.unity
  3. 6
      Assets/LowEndRenderPipeline/LDRenderPipelineBasicScene/LightingData.asset
  4. 2
      Assets/LowEndRenderPipeline/LDRenderPipelineBasicScene/LightingData.asset.meta
  5. 1001
      Assets/LowEndRenderPipeline/LDRenderPipelineBasicScene/Lightmap-0_comp_light.exr
  6. 7
      Assets/LowEndRenderPipeline/LDRenderPipelineBasicScene/Lightmap-0_comp_light.exr.meta
  7. 7
      Assets/LowEndRenderPipeline/LDRenderPipelineBasicScene/ReflectionProbe-0.exr.meta
  8. 6
      Assets/LowEndRenderPipeline/LowEndRenderPipeline.cs
  9. 90
      Assets/LowEndRenderPipeline/Shaders/LDRenderPipe-Specular.shader
  10. 4
      Assets/ScriptableRenderPipeline/Editor/MaterialUpgrader.cs
  11. 2
      Assets/LowEndRenderPipeline/Materials/LDRenderPipeMaterials/MobilePlane.mat
  12. 29
      Assets/LowEndRenderPipeline/Editor/LegacyBumpSpecularToLDMaterialUpgrader.cs
  13. 12
      Assets/LowEndRenderPipeline/Editor/LegacyBumpSpecularToLDMaterialUpgrader.cs.meta
  14. 28
      Assets/LowEndRenderPipeline/Editor/MobileToLDMaterialUpgrader.cs
  15. 12
      Assets/LowEndRenderPipeline/Editor/MobileToLDMaterialUpgrader.cs.meta
  16. 9
      Assets/LowEndRenderPipeline/Materials/LDRenderPipeMaterials.meta
  17. 9
      Assets/LowEndRenderPipeline/Materials/LegacyMobileMaterials.meta
  18. 75
      Assets/LowEndRenderPipeline/Materials/LegacyMobileMaterials/LegacyMobileAlpha.mat
  19. 9
      Assets/LowEndRenderPipeline/Materials/LegacyMobileMaterials/LegacyMobileAlpha.mat.meta
  20. 81
      Assets/LowEndRenderPipeline/Materials/LegacyMobileMaterials/LegacyMobileColors.mat
  21. 9
      Assets/LowEndRenderPipeline/Materials/LegacyMobileMaterials/LegacyMobileColors.mat.meta
  22. 81
      Assets/LowEndRenderPipeline/Materials/LegacyMobileMaterials/LegacyMobileGlass.mat
  23. 9
      Assets/LowEndRenderPipeline/Materials/LegacyMobileMaterials/LegacyMobileGlass.mat.meta
  24. 81
      Assets/LowEndRenderPipeline/Materials/LegacyMobileMaterials/LegacyMobilePlane.mat
  25. 9
      Assets/LowEndRenderPipeline/Materials/LegacyMobileMaterials/LegacyMobilePlane.mat.meta
  26. 81
      Assets/LowEndRenderPipeline/Materials/LegacyMobileMaterials/LegacyMobileSphere.mat
  27. 9
      Assets/LowEndRenderPipeline/Materials/LegacyMobileMaterials/LegacyMobileSphere.mat.meta
  28. 12
      Assets/LowEndRenderPipeline/LDMaterialInspector.cs
  29. 12
      Assets/LowEndRenderPipeline/LDMaterialInspector.cs.meta
  30. 0
      /Assets/LowEndRenderPipeline/Materials/LDRenderPipeMaterials/MobileColors.mat.meta
  31. 0
      /Assets/LowEndRenderPipeline/Materials/LDRenderPipeMaterials/MobileColorsTile.mat.meta
  32. 0
      /Assets/LowEndRenderPipeline/Materials/LDRenderPipeMaterials/MobileGlass.mat
  33. 0
      /Assets/LowEndRenderPipeline/Materials/LDRenderPipeMaterials/MobileGlass.mat.meta
  34. 0
      /Assets/LowEndRenderPipeline/Materials/LDRenderPipeMaterials/MobilePlane.mat.meta
  35. 0
      /Assets/LowEndRenderPipeline/Materials/LDRenderPipeMaterials/MobileColors.mat
  36. 0
      /Assets/LowEndRenderPipeline/Materials/LDRenderPipeMaterials/MobileColorsTile.mat
  37. 0
      /Assets/LowEndRenderPipeline/Materials/LDRenderPipeMaterials/MobilePlane.mat
  38. 0
      /Assets/LowEndRenderPipeline/Materials/LDRenderPipeMaterials/LDSpecularSphere0.mat.meta
  39. 0
      /Assets/LowEndRenderPipeline/Materials/LDRenderPipeMaterials/LDSpecularSphere0.mat

10
Assets/LowEndRenderPipeline/Editor/StandardSpecularToLDMaterialUpgrader.cs


public class StandardSpecularToLDMaterialUpgrader : MaterialUpgrader
{
[MenuItem("LDRenderPipeline/Upgrade Materials")]
[MenuItem("LDRenderPipeline/Upgrade Standard Materials to LDRenderPipeline")]
private static void UpgradeMaterialsToLD()
{
List<MaterialUpgrader> upgraders = new List<MaterialUpgrader>();

StandardSpecularToLDMaterialUpgrader(string oldShaderName)
{
RenameShader(oldShaderName, "RenderLoop/LowEnd");
RemoveTexture("_OcclusionMap");
RemoveTexture("_DetailAlbedoMap");
RemoveTexture("_DetailNormalMap");
RenameShader(oldShaderName, "LDRenderPipeline/Specular");
//RemoveTexture("_OcclusionMap");
//RemoveTexture("_DetailAlbedoMap");
//RemoveTexture("_DetailNormalMap");
}
}

808
Assets/LowEndRenderPipeline/LDRenderPipelineBasicScene.unity


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Assets/LowEndRenderPipeline/LDRenderPipelineBasicScene/LightingData.asset


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Assets/LowEndRenderPipeline/LDRenderPipelineBasicScene/Lightmap-0_comp_light.exr
文件差异内容过多而无法显示
查看文件

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Assets/LowEndRenderPipeline/LDRenderPipelineBasicScene/ReflectionProbe-0.exr.meta


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6
Assets/LowEndRenderPipeline/LowEndRenderPipeline.cs


SetupShadowShaderVariables(context, camera.nearClipPlane, cullingParameters.shadowDistance, m_ShadowSettings.directionalLightCascadeCount);
// Render Opaques
var settings = new DrawRendererSettings(cull, camera, new ShaderPassName("ForwardBase"));
var settings = new DrawRendererSettings(cull, camera, new ShaderPassName("LDForwardLight"));
settings.sorting.flags = SortFlags.CommonOpaque;
settings.inputFilter.SetQueuesOpaque();

// TODO: shadow resolution per cascade in case cascades endup being supported.
float invShadowResolution = 1.0f / shadowResolution;
float[] pcfKernel = {-1.5f * invShadowResolution, 0.5f * invShadowResolution,
float[] pcfKernel = {-0.5f * invShadowResolution, 0.5f * invShadowResolution,
-1.5f * invShadowResolution, -0.5f * invShadowResolution,
-0.5f * invShadowResolution, -0.5f * invShadowResolution,
0.5f * invShadowResolution, -0.5f * invShadowResolution };
var setupShadow = new CommandBuffer() { name = "SetupShadowShaderConstants" };

90
Assets/LowEndRenderPipeline/Shaders/LDRenderPipe-Specular.shader


//
// The parameters and inspector of the shader are the same as Standard shader,
// for easier experimentation.
Shader "LDRenderPipeline/LowEndSpecular"
Shader "LDRenderPipeline/Specular"
{
// Properties is just a copy of Standard (Specular Setup).shader. Our example shader does not use all of them,
// but the inspector UI expects all these to exist.

_MainTex("Albedo", 2D) = "white" {}
_MainTex("Base (RGB) Glossiness / Alpha (A)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
_GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0
[Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
_Glossiness("Shininess", Range(0.0, 1.0)) = 0.5
[HideInInspector] _GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0
[HideInInspector] [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
_SpecColor("Specular", Color) = (0.2,0.2,0.2)
_SpecGlossMap("Specular", 2D) = "white" {}
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
_SpecColor("Specular", Color) = (1.0, 1.0, 1.0)
[HideInInspector] _SpecGlossMap("Specular", 2D) = "white" {}
[HideInInspector] [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[HideInInspector] [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
[HideInInspector] _BumpScale("Scale", Float) = 1.0
[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
_Parallax("Height Scale", Range(0.005, 0.08)) = 0.02
_ParallaxMap("Height Map", 2D) = "black" {}
[HideInInspector] _Parallax("Height Scale", Range(0.005, 0.08)) = 0.02
[HideInInspector] _ParallaxMap("Height Map", 2D) = "black" {}
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
_OcclusionMap("Occlusion", 2D) = "white" {}
[HideInInspector] _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
[HideInInspector] _OcclusionMap("Occlusion", 2D) = "white" {}
_EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
_EmissionColor("Emission Color", Color) = (0,0,0)
[HideInInspector] _EmissionMap("Emission", 2D) = "white" {}
_DetailMask("Detail Mask", 2D) = "white" {}
[HideInInspector] _DetailMask("Detail Mask", 2D) = "white" {}
_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
_DetailNormalMapScale("Scale", Float) = 1.0
_DetailNormalMap("Normal Map", 2D) = "bump" {}
[HideInInspector] _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
[HideInInspector] _DetailNormalMapScale("Scale", Float) = 1.0
[HideInInspector] _DetailNormalMap("Normal Map", 2D) = "bump" {}
[Enum(UV0,0,UV1,1)] _UVSec("UV Set for secondary textures", Float) = 0
[HideInInspector] [Enum(UV0,0,UV1,1)] _UVSec("UV Set for secondary textures", Float) = 0
// Blending state
[HideInInspector] _Mode("__mode", Float) = 0.0

SubShader
{
Tags { "RenderType" = "Opaque" "PerformanceChecks" = "False" "RenderPipeline" = "LDRenderPipeline"}
Tags { "RenderType" = "Opaque" "PerformanceChecks" = "False" "RenderPipeline" = "LDRenderPipeline" }
Tags { "LightMode" = "ForwardBase" }
Tags { "LightMode" = "LDForwardLight" }
// Use same blending / depth states as Standard shader
Blend[_SrcBlend][_DstBlend]

half3 lightColor = lightInput.color.rgb * lightAtten;
half3 diffuse = diffuseColor * lightColor * NdotL;
half3 specular = specularGloss.rgb * lightColor * pow(NdotH, 128.0) * specularGloss.a;
half3 specular = specularGloss.rgb * lightColor * pow(NdotH, _Glossiness * 128.0) * specularGloss.a;
return diffuse + specular;
}

#if _SPECGLOSSMAP
half4 specularGloss = tex2d(_SpecGlossMap, i.uv01.xy);
half4 specularGloss = tex2D(_SpecGlossMap, i.uv01.xy);
half4 specularGloss = half4(_SpecColor.rgb, _Glossiness);
half4 specularGloss = _SpecColor;
#endif
float3 posWorld = i.posWS.xyz;

}
ENDCG
}
// Temporary Hack to overcome the globalrender pipeline crashing
// When baking lightmap due to lack of META pass
Pass
{
NAME "Dummy1"
}
Pass
{
NAME "Dummy2"
}
// This pass it not used during regular rendering.
Pass
{
Name "META"
Tags{ "LightMode" = "Meta" }
Cull Off
CGPROGRAM
#pragma vertex vert_meta
#pragma fragment frag_meta
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature ___ _DETAIL_MULX2
#pragma shader_feature EDITOR_VISUALIZATION
#include "UnityStandardMeta.cginc"
ENDCG
}
CustomEditor "StandardShaderGUI"
//CustomEditor "StandardShaderGUI"
}

4
Assets/ScriptableRenderPipeline/Editor/MaterialUpgrader.cs


public static void UpgradeProjectFolder(List<MaterialUpgrader> upgraders, string progressBarName)
{
if (!EditorUtility.DisplayDialog("Material Upgrader", "The upgrade will overwrite material settings in your project." +
"Be sure to have a project backup before proceeding", "Proceed", "Cancel"))
return;
int totalMaterialCount = 0;
foreach (string s in UnityEditor.AssetDatabase.GetAllAssetPaths())
{

2
Assets/LowEndRenderPipeline/Materials/LDRenderPipeMaterials/MobilePlane.mat


m_Colors:
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.19999997, g: 0.19999997, b: 0.19999997, a: 1}
- _SpecColor: {r: 0.5294118, g: 0.5294118, b: 0.5294118, a: 1}

29
Assets/LowEndRenderPipeline/Editor/LegacyBumpSpecularToLDMaterialUpgrader.cs


using System.Collections.Generic;
using UnityEditor.Experimental.Rendering;
using UnityEditor;
public class LegacyBumpSpecularToLDMaterialUpgrader : MaterialUpgrader
{
[MenuItem("LDRenderPipeline/Upgrade Legacy Shaders to LDRenderPipeline Materials")]
public static void UpgradeMaterialsToLD()
{
List<MaterialUpgrader> materialUpgraders = new List<MaterialUpgrader>();
materialUpgraders.Add(new LegacyBumpSpecularToLDMaterialUpgrader("Mobile/Bumped Specular"));
materialUpgraders.Add(new LegacyBumpSpecularToLDMaterialUpgrader("Mobile/Bumped Specular(1 Directional Light)"));
materialUpgraders.Add(new LegacyBumpSpecularToLDMaterialUpgrader("Legacy Shaders/Lightmapped/Bumped Diffuse"));
materialUpgraders.Add(new LegacyBumpSpecularToLDMaterialUpgrader("Legacy Shaders/Lightmapped/Bumped Specular"));
materialUpgraders.Add(new LegacyBumpSpecularToLDMaterialUpgrader("Legacy Shaders/Lightmapped/Diffuse"));
materialUpgraders.Add(new LegacyBumpSpecularToLDMaterialUpgrader("Legacy Shaders/Bumped Diffuse"));
materialUpgraders.Add(new LegacyBumpSpecularToLDMaterialUpgrader("Legacy Shaders/Bumped Specular"));
materialUpgraders.Add(new LegacyBumpSpecularToLDMaterialUpgrader("Legacy Shaders/Diffuse"));
materialUpgraders.Add(new LegacyBumpSpecularToLDMaterialUpgrader("Legacy Shaders/Lightmapped/Bumped Specular"));
MaterialUpgrader.UpgradeProjectFolder(materialUpgraders, "Upgrade to LD Materials");
}
LegacyBumpSpecularToLDMaterialUpgrader(string oldShaderName)
{
RenameShader(oldShaderName, "LDRenderPipeline/Specular");
RenameFloat("_Shininess", "_Glossiness");
}
}

12
Assets/LowEndRenderPipeline/Editor/LegacyBumpSpecularToLDMaterialUpgrader.cs.meta


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28
Assets/LowEndRenderPipeline/Editor/MobileToLDMaterialUpgrader.cs


using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditor.Experimental.Rendering;
public class MobileToLDMaterialUpgrader : MaterialUpgrader
{
[MenuItem("LDRenderPipeline/Upgrade Mobile Materials to LDRenderPipeline")]
public static void UpgradeMaterialsToLD()
{
List<MaterialUpgrader> materialUpgraders = new List<MaterialUpgrader>();
materialUpgraders.Add(new MobileToLDMaterialUpgrader("Mobile/Diffuse")); // _MainTex
materialUpgraders.Add(new MobileToLDMaterialUpgrader("Mobile/Bumped Specular")); // _Shininess, _MainTex, _BumpMap
materialUpgraders.Add(new MobileToLDMaterialUpgrader("Mobile/Bumped Specular(1 Directional Light)")); // ""
materialUpgraders.Add(new MobileToLDMaterialUpgrader("Mobile/Bumped Diffuse")); // _MainTex, _BumpMap
materialUpgraders.Add(new MobileToLDMaterialUpgrader("Mobile/Unlit (Supports Lightmap)")); // _MainTex
materialUpgraders.Add(new MobileToLDMaterialUpgrader("Mobile/VertexLit")); // MainTex
materialUpgraders.Add(new MobileToLDMaterialUpgrader("TerrainSurface"));
MaterialUpgrader.UpgradeProjectFolder(materialUpgraders, "Upgrade to LD Materials");
}
MobileToLDMaterialUpgrader(string oldShaderName)
{
RenameShader(oldShaderName, "LDRenderPipeline/Specular");
RenameFloat("_Shininess", "_Glossiness");
}
}

12
Assets/LowEndRenderPipeline/Editor/MobileToLDMaterialUpgrader.cs.meta


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Assets/LowEndRenderPipeline/Materials/LDRenderPipeMaterials.meta


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Assets/LowEndRenderPipeline/Materials/LegacyMobileMaterials.meta


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Assets/LowEndRenderPipeline/Materials/LegacyMobileMaterials/LegacyMobileAlpha.mat


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Assets/LowEndRenderPipeline/Materials/LegacyMobileMaterials/LegacyMobileColors.mat.meta


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Assets/LowEndRenderPipeline/Materials/LegacyMobileMaterials/LegacyMobileGlass.mat


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Assets/LowEndRenderPipeline/Materials/LegacyMobileMaterials/LegacyMobileGlass.mat.meta


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Assets/LowEndRenderPipeline/Materials/LegacyMobileMaterials/LegacyMobilePlane.mat


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Assets/LowEndRenderPipeline/Materials/LegacyMobileMaterials/LegacyMobilePlane.mat.meta


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Assets/LowEndRenderPipeline/Materials/LegacyMobileMaterials/LegacyMobileSphere.mat


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Assets/LowEndRenderPipeline/Materials/LegacyMobileMaterials/LegacyMobileSphere.mat.meta


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12
Assets/LowEndRenderPipeline/LDMaterialInspector.cs


using UnityEngine;
using UnityEditor;
public class LDMaterialInspector : MaterialEditor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
Material materialTarget = target as Material;
}
}

12
Assets/LowEndRenderPipeline/LDMaterialInspector.cs.meta


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/Assets/LowEndRenderPipeline/Materials/MobileColors.mat.meta → /Assets/LowEndRenderPipeline/Materials/LDRenderPipeMaterials/MobileColors.mat.meta

/Assets/LowEndRenderPipeline/Materials/MobileColorsTile.mat.meta → /Assets/LowEndRenderPipeline/Materials/LDRenderPipeMaterials/MobileColorsTile.mat.meta

/Assets/LowEndRenderPipeline/Materials/MobileGlass.mat → /Assets/LowEndRenderPipeline/Materials/LDRenderPipeMaterials/MobileGlass.mat

/Assets/LowEndRenderPipeline/Materials/MobileGlass.mat.meta → /Assets/LowEndRenderPipeline/Materials/LDRenderPipeMaterials/MobileGlass.mat.meta

/Assets/LowEndRenderPipeline/Materials/MobilePlane.mat.meta → /Assets/LowEndRenderPipeline/Materials/LDRenderPipeMaterials/MobilePlane.mat.meta

/Assets/LowEndRenderPipeline/Materials/MobileColors.mat → /Assets/LowEndRenderPipeline/Materials/LDRenderPipeMaterials/MobileColors.mat

/Assets/LowEndRenderPipeline/Materials/MobileColorsTile.mat → /Assets/LowEndRenderPipeline/Materials/LDRenderPipeMaterials/MobileColorsTile.mat

/Assets/LowEndRenderPipeline/Materials/MobilePlane.mat → /Assets/LowEndRenderPipeline/Materials/LDRenderPipeMaterials/MobilePlane.mat

/Assets/LowEndRenderPipeline/Materials/LDSpecularSphere0.mat.meta → /Assets/LowEndRenderPipeline/Materials/LDRenderPipeMaterials/LDSpecularSphere0.mat.meta

/Assets/LowEndRenderPipeline/Materials/LDSpecularSphere0.mat → /Assets/LowEndRenderPipeline/Materials/LDRenderPipeMaterials/LDSpecularSphere0.mat

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