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HDRenderPipeline: Move all files into HDRP folder

/feature-ReflectionProbeFit
sebastienlagarde 7 年前
当前提交
12f9f9dc
共有 56 个文件被更改,包括 35 次插入27 次删除
  1. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SSSProfile.meta
  2. 52
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/DepthDownsample.compute
  3. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP.meta
  4. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariables.hlsl.meta
  5. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderConfig.cs.meta
  6. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderConfig.cs.hlsl.meta
  7. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/SceneSettings.meta
  8. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug.meta
  9. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor.meta
  10. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs.meta
  11. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting.meta
  12. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material.meta
  13. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass.meta
  14. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky.meta
  15. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Wind.meta
  16. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Wind
  17. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.cs.meta
  18. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources.meta
  19. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariablesFunctions.hlsl.meta
  20. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariablesMatrixDefsHDCamera.hlsl
  21. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariablesMatrixDefsHDCamera.hlsl.meta
  22. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariablesMatrixDefsLegacyUnity.hlsl
  23. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariablesMatrixDefsLegacyUnity.hlsl.meta
  24. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs.meta
  25. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariablesFunctions.hlsl
  26. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDUtils.cs.meta
  27. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera.meta
  28. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderQueue.cs
  29. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderQueue.cs.meta
  30. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariables.hlsl
  31. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDCustomSamplerId.cs.meta
  32. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug
  33. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDCustomSamplerId.cs
  34. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.asset
  35. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.asset.meta
  36. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.cs
  37. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDUtils.cs
  38. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/SceneSettings
  39. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderConfig.cs
  40. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderConfig.cs.hlsl
  41. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky
  42. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal.meta
  43. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal
  44. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting
  45. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material
  46. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass
  47. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline.meta
  48. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline
  49. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Shadows
  50. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Shadows.meta
  51. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor
  52. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera
  53. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  54. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs
  55. 0
      /ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SSSProfile.meta


fileFormatVersion: 2
guid: a0ba759eadcfdcc44bc08adad4960ed0
guid: 89c37ca558ceb6c4dadf385321baf125
folderAsset: yes
DefaultImporter:
externalObjects: {}

52
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/DepthDownsample.compute


#include "ShaderLibrary/Common.hlsl"
Texture2D<float> _Source;
RWTexture2D<float> _Result;
SamplerState sampler_PointClamp; //TODO: could we use min-sampler instead of using ALU?
CBUFFER_START(cb)
float4 _SrcSize;
CBUFFER_END
#pragma kernel KMain
[numthreads(8, 8, 1)]
void KMain(uint2 groupId : SV_GroupID, uint2 groupThreadId : SV_GroupThreadID, uint2 dispatchThreadId : SV_DispatchThreadID)
{
// Upper-left pixel coordinate of quad that this thread will read
int2 threadUL = dispatchThreadId;
// Downsample the block
float2 offset = float2(threadUL) * 2.0f + 1.0f;
float4 depths = _Source.GatherRed(sampler_PointClamp, offset * _SrcSize.zw, 0.0);
float minDepth = min(min(depths.x, depths.y), min(depths.z, depths.w));
// Write to the final target
_Result[dispatchThreadId] = minDepth;
#include "ShaderLibrary/Common.hlsl"
Texture2D<float> _Source;
RWTexture2D<float> _Result;
SamplerState sampler_PointClamp; //TODO: could we use min-sampler instead of using ALU?
CBUFFER_START(cb)
float4 _SrcSize;
CBUFFER_END
#pragma kernel KMain
[numthreads(8, 8, 1)]
void KMain(uint2 groupId : SV_GroupID, uint2 groupThreadId : SV_GroupThreadID, uint2 dispatchThreadId : SV_DispatchThreadID)
{
// Upper-left pixel coordinate of quad that this thread will read
int2 threadUL = dispatchThreadId;
// Downsample the block
float2 offset = float2(threadUL) * 2.0f + 1.0f;
float4 depths = _Source.GatherRed(sampler_PointClamp, offset * _SrcSize.zw, 0.0);
float minDepth = min(min(depths.x, depths.y), min(depths.z, depths.w));
// Write to the final target
_Result[dispatchThreadId] = minDepth;
}

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP.meta


fileFormatVersion: 2
guid: 56c241cbe4f435b4f80af23f70f14dea
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariables.hlsl.meta

/ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderConfig.cs.meta

/ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs.hlsl.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderConfig.cs.hlsl.meta

/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/SceneSettings.meta

/ScriptableRenderPipeline/HDRenderPipeline/Debug.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug.meta

/ScriptableRenderPipeline/HDRenderPipeline/Editor.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor.meta

/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs.meta

/ScriptableRenderPipeline/HDRenderPipeline/Lighting.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting.meta

/ScriptableRenderPipeline/HDRenderPipeline/Material.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material.meta

/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass.meta

/ScriptableRenderPipeline/HDRenderPipeline/Sky.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky.meta

/ScriptableRenderPipeline/HDRenderPipeline/Wind.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Wind.meta

/ScriptableRenderPipeline/HDRenderPipeline/Wind → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Wind

/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.cs.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.cs.meta

/ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources.meta

/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariablesFunctions.hlsl.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariablesFunctions.hlsl.meta

/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariablesMatrixDefsHDCamera.hlsl → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariablesMatrixDefsHDCamera.hlsl

/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariablesMatrixDefsHDCamera.hlsl.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariablesMatrixDefsHDCamera.hlsl.meta

/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariablesMatrixDefsLegacyUnity.hlsl → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariablesMatrixDefsLegacyUnity.hlsl

/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariablesMatrixDefsLegacyUnity.hlsl.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariablesMatrixDefsLegacyUnity.hlsl.meta

/ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs.meta

/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariablesFunctions.hlsl → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariablesFunctions.hlsl

/ScriptableRenderPipeline/HDRenderPipeline/HDUtils.cs.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDUtils.cs.meta

/ScriptableRenderPipeline/HDRenderPipeline/Camera.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera.meta

/ScriptableRenderPipeline/HDRenderPipeline/HDRenderQueue.cs → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderQueue.cs

/ScriptableRenderPipeline/HDRenderPipeline/HDRenderQueue.cs.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderQueue.cs.meta

/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariables.hlsl

/ScriptableRenderPipeline/HDRenderPipeline/HDCustomSamplerId.cs.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDCustomSamplerId.cs.meta

/ScriptableRenderPipeline/HDRenderPipeline/Debug → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug

/ScriptableRenderPipeline/HDRenderPipeline/HDCustomSamplerId.cs → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDCustomSamplerId.cs

/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.asset

/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.asset.meta

/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.cs → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.cs

/ScriptableRenderPipeline/HDRenderPipeline/HDUtils.cs → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDUtils.cs

/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/SceneSettings

/ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderConfig.cs

/ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs.hlsl → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderConfig.cs.hlsl

/ScriptableRenderPipeline/HDRenderPipeline/Sky → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky

/ScriptableRenderPipeline/HDRenderPipeline/Decal.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal.meta

/ScriptableRenderPipeline/HDRenderPipeline/Decal → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal

/ScriptableRenderPipeline/HDRenderPipeline/Lighting → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting

/ScriptableRenderPipeline/HDRenderPipeline/Material → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material

/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass

/ScriptableRenderPipeline/HDRenderPipeline/RenderPipeline.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline.meta

/ScriptableRenderPipeline/HDRenderPipeline/RenderPipeline → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline

/ScriptableRenderPipeline/HDRenderPipeline/Shadows → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Shadows

/ScriptableRenderPipeline/HDRenderPipeline/Shadows.meta → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Shadows.meta

/ScriptableRenderPipeline/HDRenderPipeline/Editor → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor

/ScriptableRenderPipeline/HDRenderPipeline/Camera → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera

/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs

/ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs

/ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources → /ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources

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