浏览代码

Merge branch 'master' into Convert-shaderLibrary-to-half-float-support

/feature-ReflectionProbeFit
sebastienlagarde 7 年前
当前提交
15efd9d7
共有 197 个文件被更改,包括 324 次插入306 次删除
  1. 12
      TestbedPipelines/Fptl/LightingTemplate.hlsl
  2. 2
      TestbedPipelines/Fptl/ShadowContext.hlsl
  3. 12
      TestbedPipelines/OnTileDeferredPipeline/Shaders/LightingTemplate.hlsl
  4. 7
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset
  5. 6
      ScriptableRenderPipeline/Core/CoreRP/Resources/EncodeBC6H.compute
  6. 2
      ScriptableRenderPipeline/Core/CoreRP/Resources/BlitCubeTextureFace.shader
  7. 2
      ScriptableRenderPipeline/Core/CoreRP/Shadow/Resources/DebugDisplayShadowMap.shader
  8. 16
      ScriptableRenderPipeline/Core/CoreRP/Volume/VolumeParameter.cs
  9. 8
      ScriptableRenderPipeline/Core/CoreRP/Volume/VolumeComponent.cs
  10. 2
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/Shadow.hlsl
  11. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs
  12. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
  13. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader
  14. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader
  15. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader
  16. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader
  17. 22
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.cs
  18. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/SceneSettings/Resources/DrawTransmittanceGraph.shader
  19. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/SceneSettings/Resources/DrawSssProfile.shader
  20. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/Resources/ProceduralSky.shader
  21. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/OpaqueAtmosphericScattering.shader
  22. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/HDRISky/Resources/SkyHDRI.shader
  23. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/BlitCubemap.shader
  24. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/AtmosphericScattering/AtmosphericScattering.hlsl
  25. 19
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  26. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/RenderPipelineResources.cs
  27. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/HDRenderPipelineResources.asset
  28. 52
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/DepthDownsample.compute
  29. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CopyStencilBuffer.shader
  30. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CameraMotionVectors.shader
  31. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/ApplyDistorsion.compute
  32. 10
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Lighting.hlsl
  33. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/scrbound.compute
  34. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/materialflags.compute
  35. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild.compute
  36. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-clustered.compute
  37. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-bigtile.compute
  38. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/builddispatchindirect.compute
  39. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/ShadowContext.hlsl
  40. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Deferred.compute
  41. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/DeferredDirectionalShadow.compute
  42. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader
  43. 20
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineInspector.cs
  44. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineInspector.Styles.cs
  45. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDEditorUtils.cs
  46. 15
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDAssetFactory.cs
  47. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.shader
  48. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.shader
  49. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.hlsl
  50. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.compute
  51. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SSSProfile.meta
  52. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/CombineLighting.shader
  53. 16
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Material.hlsl
  54. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Resources/PreIntegratedFGD.shader
  55. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader
  56. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitDataDisplacement.hlsl
  57. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitData.hlsl
  58. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader
  59. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
  60. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
  61. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitDataDisplacement.hlsl
  62. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader
  63. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/GGXConvolve.shader
  64. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/ComputeGgxIblSampleData.compute
  65. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/BuildProbabilityTables.compute
  66. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalData.hlsl
  67. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.shader
  68. 5
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGUI.meta
  69. 28
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/LightweightAssetEditor.cs
  70. 33
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineAsset.cs
  71. 33
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
  72. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightShaderLibrary/Shadows.hlsl
  73. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightShaderLibrary/Particles.hlsl
  74. 9
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightShaderLibrary/Lighting.hlsl
  75. 4
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightShaderLibrary/InputSurface.hlsl
  76. 4
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightShaderLibrary/Core.hlsl
  77. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightShaderLibrary.meta
  78. 8
      ScriptableRenderPipeline/Core/CoreRP.meta
  79. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP.meta
  80. 8
      ScriptableRenderPipeline/LightweightPipeline/LWRP.meta
  81. 8
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Data.meta
  82. 8
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor.meta
  83. 8
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Materials.meta
  84. 8
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders.meta
  85. 16
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/LightweightShaderIncludePaths.cs
  86. 11
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/LightweightShaderIncludePaths.cs.meta
  87. 9
      ScriptableRenderPipeline/LightweightPipeline/Editor.meta
  88. 9
      ScriptableRenderPipeline/LightweightPipeline/Shaders.meta
  89. 9
      ScriptableRenderPipeline/LightweightPipeline/Materials.meta
  90. 8
      ScriptableRenderPipeline/LightweightPipeline/Data.meta
  91. 0
      /ScriptableRenderPipeline/Core/CoreRP/Resources.meta
  92. 0
      /ScriptableRenderPipeline/Core/CoreRP/Resources
  93. 0
      /ScriptableRenderPipeline/Core/CoreRP/TextureSettings.cs.meta
  94. 0
      /ScriptableRenderPipeline/Core/CoreRP/TextureCache.cs.meta
  95. 0
      /ScriptableRenderPipeline/Core/CoreRP/Shadow.meta
  96. 0
      /ScriptableRenderPipeline/Core/CoreRP/Debugging.meta
  97. 0
      /ScriptableRenderPipeline/Core/CoreRP/Camera.meta

12
TestbedPipelines/Fptl/LightingTemplate.hlsl


#define CUBEMAPFACE_NEGATIVE_Z 5
#if defined(SHADER_API_D3D11)
# include "ShaderLibrary/API/D3D11.hlsl"
# include "CoreRP/ShaderLibrary/API/D3D11.hlsl"
# include "ShaderLibrary/API/PSSL.hlsl"
# include "CoreRP/ShaderLibrary/API/PSSL.hlsl"
# include "ShaderLibrary/API/D3D11.hlsl"
# include "ShaderLibrary/API/D3D11_1.hlsl"
# include "CoreRP/ShaderLibrary/API/D3D11.hlsl"
# include "CoreRP/ShaderLibrary/API/D3D11_1.hlsl"
# include "ShaderLibrary/API/Metal.hlsl"
# include "CoreRP/ShaderLibrary/API/Metal.hlsl"
#include "ShaderLibrary/API/Validate.hlsl"
#include "CoreRP/ShaderLibrary/API/Validate.hlsl"
#include "Shadow.hlsl"

2
TestbedPipelines/Fptl/ShadowContext.hlsl


#define SHADOWCONTEXT_MAX_SAMPLER 0
#define SHADOWCONTEXT_MAX_COMPSAMPLER 1
#include "ShaderLibrary/Shadow/Shadow.hlsl"
#include "CoreRP/ShaderLibrary/Shadow/Shadow.hlsl"
TEXTURE2D_ARRAY(_ShadowmapExp_PCF);
SAMPLER2D_SHADOW(sampler_ShadowmapExp_PCF);

12
TestbedPipelines/OnTileDeferredPipeline/Shaders/LightingTemplate.hlsl


#define DIRECTIONAL_LIGHT (3)
#if defined(SHADER_API_D3D11)
# include "ShaderLibrary/API/D3D11.hlsl"
# include "CoreRP/ShaderLibrary/API/D3D11.hlsl"
# include "ShaderLibrary/API/PSSL.hlsl"
# include "CoreRP/ShaderLibrary/API/PSSL.hlsl"
# include "ShaderLibrary/API/D3D11.hlsl"
# include "ShaderLibrary/API/D3D11_1.hlsl"
# include "CoreRP/ShaderLibrary/API/D3D11.hlsl"
# include "CoreRP/ShaderLibrary/API/D3D11_1.hlsl"
# include "ShaderLibrary/API/Metal.hlsl"
# include "CoreRP/ShaderLibrary/API/Metal.hlsl"
#include "ShaderLibrary/API/Validate.hlsl"
#include "CoreRP/ShaderLibrary/API/Validate.hlsl"
#include "../../Fptl/Shadow.hlsl"
UNITY_DECLARE_DEPTH_TEXTURE(_CameraGBufferZ);

7
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset


m_ShadowAtlasResolution: 2048
m_ShadowNearPlaneOffset: 2
m_ShadowDistance: 50
m_ShadowCascades: 4
m_ShadowCascades: 0
m_DefaultMaterial: {fileID: 2100000, guid: 31321ba15b8f8eb4c954353edc038b1d, type: 2}
m_DefaultParticleMaterial: {fileID: 2100000, guid: e823cd5b5d27c0f4b8256e7c12ee3e6d,
type: 2}
m_DefaultTerrainMaterial: {fileID: 2100000, guid: 594ea882c5a793440b60ff72d896021e,
type: 2}

6
ScriptableRenderPipeline/Core/CoreRP/Resources/EncodeBC6H.compute


#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/BC6H.hlsl"
#include "ShaderLibrary/Sampling/Sampling.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/BC6H.hlsl"
#include "CoreRP/ShaderLibrary/Sampling/Sampling.hlsl"
TextureCube<float4> _Source;
RWTexture2DArray<uint4> _Target;

2
ScriptableRenderPipeline/Core/CoreRP/Resources/BlitCubeTextureFace.shader


Cull Off
HLSLPROGRAM
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#pragma vertex vert
#pragma fragment frag

2
ScriptableRenderPipeline/Core/CoreRP/Shadow/Resources/DebugDisplayShadowMap.shader


#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
float4 _TextureScaleBias;
float _TextureSlice;

16
ScriptableRenderPipeline/Core/CoreRP/Volume/VolumeParameter.cs


internal abstract void SetValue(VolumeParameter parameter);
// This is used in case you need to access fields/properties that can't be accessed in the
// constructor of a ScriptableObject (VolumeParameter are generally declared and inited in
// a VolumeComponent which is a ScriptableObject). This will be called right after the
// VolumeComponent object has been constructed, thus allowing access to previously
// "forbidden" fields/properties.
protected internal virtual void OnEnable()
{
}
// Called when the parent VolumeComponent OnDisabled is called
protected internal virtual void OnDisable()
{
}
public static bool IsObjectParameter(Type type)
{
if (type.IsGenericType && type.GetGenericTypeDefinition() == typeof(ObjectParameter<>))

{
this.hdr = hdr;
this.showAlpha = showAlpha;
this.showEyeDropper = showEyeDropper;
this.overrideState = overrideState;
}

{
this.hdr = hdr;
this.showAlpha = showAlpha;
this.showEyeDropper = showEyeDropper;
this.overrideState = overrideState;
}
}

8
ScriptableRenderPipeline/Core/CoreRP/Volume/VolumeComponent.cs


.Select(t => (VolumeParameter)t.GetValue(this))
.ToList()
.AsReadOnly();
foreach (var parameter in parameters)
parameter.OnEnable();
if (parameters == null)
return;
foreach (var parameter in parameters)
parameter.OnDisable();
}
public void SetAllOverridesTo(bool state)

2
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/Shadow.hlsl


#define SHADOW_OPTIMIZE_REGISTER_USAGE 0
#endif
#include "Shadow/ShadowBase.cs.hlsl" // ShadowData definition, auto generated (don't modify)
#include "CoreRP/Shadow/ShadowBase.cs.hlsl" // ShadowData definition, auto generated (don't modify)
#include "ShadowTexFetch.hlsl" // Resource sampling definitions (don't modify)
struct ShadowContext

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs


public static readonly int _FilterKernelsBasic = Shader.PropertyToID("_FilterKernelsBasic");
public static readonly int _HalfRcpWeightedVariances = Shader.PropertyToID("_HalfRcpWeightedVariances");
public static readonly int _CameraPosDiff = Shader.PropertyToID("_CameraPosDiff");
public static readonly int _CameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture");
public static readonly int _CameraMotionVectorsTexture = Shader.PropertyToID("_CameraMotionVectorsTexture");
public static readonly int _FullScreenDebugMode = Shader.PropertyToID("_FullScreenDebugMode");

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs


cameraPos = pos;
screenSize = new Vector4(camera.pixelWidth, camera.pixelHeight, 1.0f / camera.pixelWidth, 1.0f / camera.pixelHeight);
if (ShaderConfig.s_CameraRelativeRendering != 0)
{
Matrix4x4 cameraDisplacement = Matrix4x4.Translate(cameraPos - prevCameraPos); // Non-camera-relative positions
prevViewProjMatrix *= cameraDisplacement; // Now prevViewProjMatrix correctly transforms this frame's camera-relative positionWS
}
// Warning: near and far planes appear to be broken.
GeometryUtility.CalculateFrustumPlanes(viewProjMatrix, frustumPlanes);

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
// Note: We have fix as guidelines that we have only one deferred material (with control of GBuffer enabled). Mean a users that add a new
// deferred material must replace the old one here. If in the future we want to support multiple layout (cause a lot of consistency problem),

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader


#pragma multi_compile _ SHADOWS_SHADOWMASK
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
// CAUTION: In case deferred lighting need to support various lighting model statically, we will require to do multicompile with different define like UNITY_MATERIAL_LIT
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader


#pragma vertex Vert
#pragma fragment Frag
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../Debug/DebugDisplay.cs.hlsl"
#include "../ShaderVariables.hlsl"

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader


#pragma vertex Vert
#pragma fragment Frag
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl"
TEXTURECUBE(_InputCubemap);
SAMPLER(sampler_InputCubemap);

22
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.cs


[SerializeField]
public SubsurfaceScatteringSettings sssSettings;
// Default Material / Shader
[SerializeField]
Material m_DefaultDiffuseMaterial;
[SerializeField]
Shader m_DefaultShader;
public Material defaultDiffuseMaterial
{
get { return m_DefaultDiffuseMaterial; }
set { m_DefaultDiffuseMaterial = value; }
}
public Shader defaultShader
{
get { return m_DefaultShader; }
set { m_DefaultShader = value; }
}
return m_DefaultShader;
return m_RenderPipelineResources.defaultShader;
return m_DefaultDiffuseMaterial;
return m_RenderPipelineResources.defaultDiffuseMaterial;
}
public override Material GetDefaultParticleMaterial()

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/SceneSettings/Resources/DrawTransmittanceGraph.shader


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/CommonMaterial.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/CommonMaterial.hlsl"
#define USE_LEGACY_UNITY_MATRIX_VARIABLES
#include "../../ShaderVariables.hlsl"
#include "../../Material/SubsurfaceScattering/CommonSubsurfaceScattering.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/SceneSettings/Resources/DrawSssProfile.shader


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#define USE_LEGACY_UNITY_MATRIX_VARIABLES
#include "../../ShaderVariables.hlsl"
#ifdef SSS_MODEL_BASIC

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/Resources/ProceduralSky.shader


#pragma multi_compile _ _ENABLE_SUN_DISK
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/CommonLighting.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Color.hlsl"
#include "CoreRP/ShaderLibrary/CommonLighting.hlsl"
float4 _SkyParam; // x exposure, y multiplier, z rotation
float4x4 _PixelCoordToViewDirWS; // Actually just 3x3, but Unity can only set 4x4

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/OpaqueAtmosphericScattering.shader


#pragma enable_d3d11_debug_symbols
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../ShaderVariables.hlsl"
#include "AtmosphericScattering/AtmosphericScattering.hlsl"

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/HDRISky/Resources/SkyHDRI.shader


#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/CommonLighting.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Color.hlsl"
#include "CoreRP/ShaderLibrary/CommonLighting.hlsl"
TEXTURECUBE(_Cubemap);
SAMPLER(sampler_Cubemap);

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/BlitCubemap.shader


#pragma fragment frag
#pragma target 4.5
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
TEXTURECUBE(_MainTex);
SAMPLER(sampler_MainTex);

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/AtmosphericScattering/AtmosphericScattering.hlsl


#ifndef UNITY_ATMOSPHERIC_SCATTERING_INCLUDED
#define UNITY_ATMOSPHERIC_SCATTERING_INCLUDED
#include "ShaderLibrary/VolumeRendering.hlsl"
#include "CoreRP/ShaderLibrary/VolumeRendering.hlsl"
#include "AtmosphericScattering.cs.hlsl"
#include "../SkyVariables.hlsl"

19
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


#if UNITY_EDITOR
static readonly SupportedRenderingFeatures s_NeededFeatures = new SupportedRenderingFeatures()
{
reflectionProbeSupportFlags = SupportedRenderingFeatures.ReflectionProbeSupportFlags.Rotation
reflectionProbeSupportFlags = SupportedRenderingFeatures.ReflectionProbeSupportFlags.Rotation,
defaultMixedLightingMode = SupportedRenderingFeatures.LightmapMixedBakeMode.IndirectOnly,
supportedMixedLightingModes = SupportedRenderingFeatures.LightmapMixedBakeMode.IndirectOnly | SupportedRenderingFeatures.LightmapMixedBakeMode.Shadowmask,
supportedLightmapBakeTypes = LightmapBakeType.Baked | LightmapBakeType.Mixed | LightmapBakeType.Realtime,
supportedLightmapsModes = LightmapsMode.NonDirectional | LightmapsMode.CombinedDirectional,
rendererSupportsLightProbeProxyVolumes = true,
rendererSupportsMotionVectors = true,
rendererSupportsReceiveShadows = true,
rendererSupportsReflectionProbes = true
};
#endif

InitAndClearBuffer(hdCamera, enableBakeShadowMask, cmd);
RenderDepthPrepass(m_CullResults, hdCamera, renderContext, cmd, true);
RenderDepthPrepass(m_CullResults, hdCamera, renderContext, cmd);
RenderObjectsVelocity(m_CullResults, hdCamera, renderContext, cmd);

// Forward only renderer: We always render everything
// Deferred renderer: We render a depth prepass only if engine request it. We can decide if we render everything or only opaque alpha tested object.
// Forward opaque with deferred renderer (DepthForwardOnly pass): We always render everything
void RenderDepthPrepass(CullResults cull, HDCamera hdCamera, ScriptableRenderContext renderContext, CommandBuffer cmd, bool hasDecals)
void RenderDepthPrepass(CullResults cull, HDCamera hdCamera, ScriptableRenderContext renderContext, CommandBuffer cmd)
{
// In case of deferred renderer, we can have forward opaque material. These materials need to be render in the depth buffer to correctly build the light list.
// And they will tag the stencil to not be lit during the deferred lighting pass.

using (new ProfilingSample(cmd, addAlphaTestedOnly ? "Depth Prepass alpha test" : "Depth Prepass", GetSampler(CustomSamplerId.DepthPrepass)))
{
CoreUtils.SetRenderTarget(cmd, m_CameraDepthStencilBufferRT);
if (hasDecals || (addFullDepthPrepass && !addAlphaTestedOnly)) // Always true in case of forward rendering, use in case of deferred rendering if requesting a full depth prepass
if (m_FrameSettings.enableDBuffer || (addFullDepthPrepass && !addAlphaTestedOnly)) // Always true in case of forward rendering, use in case of deferred rendering if requesting a full depth prepass
{
// We render first the opaque object as opaque alpha tested are more costly to render and could be reject by early-z (but not Hi-z as it is disable with clip instruction)
// This is handled automatically with the RenderQueue value (OpaqueAlphaTested have a different value and thus are sorted after Opaque)

// These flags are still required in SRP or the engine won't compute previous model matrices...
// If the flag hasn't been set yet on this camera, motion vectors will skip a frame.
hdcamera.camera.depthTextureMode |= DepthTextureMode.MotionVectors | DepthTextureMode.Depth;
// TODO: This is not safe ? as we don't use cmd buffer we can have a delay no ?
m_CameraMotionVectorsMaterial.SetVector(HDShaderIDs._CameraPosDiff, hdcamera.prevCameraPos - hdcamera.cameraPos);
// Setup stencil buffer
CoreUtils.DrawFullScreen(cmd, m_CameraMotionVectorsMaterial, m_VelocityBufferRT, m_CameraDepthStencilBufferRT, null, 0);

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/RenderPipelineResources.cs


{
public class RenderPipelineResources : ScriptableObject
{
// Default Material / Shader
public Material defaultDiffuseMaterial;
public Shader defaultShader;
// Debug
public Shader debugDisplayLatlongShader;
public Shader debugViewMaterialGBufferShader;

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/HDRenderPipelineResources.asset


m_Script: {fileID: 11500000, guid: 8b6f86e1523e69a4282e92d393be89a4, type: 3}
m_Name: HDRenderPipelineResources
m_EditorClassIdentifier:
defaultDiffuseMaterial: {fileID: 2100000, guid: 73c176f402d2c2f4d929aa5da7585d17,
type: 2}
defaultShader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
debugDisplayLatlongShader: {fileID: 4800000, guid: c1d1d149a043a5349ba367da6c2051ba,
type: 3}
debugViewMaterialGBufferShader: {fileID: 4800000, guid: 439949ea1bfa91b4ba0d04269fcde33d,

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 "CoreRP/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;
}

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CopyStencilBuffer.shader


#pragma only_renderers d3d11 ps4 xboxone vulkan metal
// #pragma enable_d3d11_debug_symbols
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Packing.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Packing.hlsl"
#include "../ShaderVariables.hlsl"
#include "../Lighting/LightDefinition.cs.hlsl"

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CameraMotionVectors.shader


#pragma target 4.5
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
float4 _CameraPosDiff;
struct Attributes
{

UpdatePositionInput(depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, posInput);
float4 worldPos = float4(posInput.positionWS, 1.0);
float4 prevPos = worldPos;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
prevPos -= _CameraPosDiff;
#endif
float4 prevClipPos = mul(_PrevViewProjMatrix, prevPos);
float4 curClipPos = mul(_NonJitteredViewProjMatrix, worldPos);

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/ApplyDistorsion.compute


#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../Material/Builtin/BuiltinData.hlsl"
TEXTURE2D(_DistortionTexture);

10
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Lighting.hlsl


#ifndef UNITY_LIGHTING_INCLUDED
#define UNITY_LIGHTING_INCLUDED
#include "ShaderLibrary/CommonLighting.hlsl"
#include "ShaderLibrary/CommonShadow.hlsl"
#include "ShaderLibrary/Sampling/Sampling.hlsl"
#include "ShaderLibrary/AreaLighting.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "CoreRP/ShaderLibrary/CommonLighting.hlsl"
#include "CoreRP/ShaderLibrary/CommonShadow.hlsl"
#include "CoreRP/ShaderLibrary/Sampling/Sampling.hlsl"
#include "CoreRP/ShaderLibrary/AreaLighting.hlsl"
#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl"
// The light loop (or lighting architecture) is in charge to:
// - Define light list

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/scrbound.compute


#pragma kernel ScreenBoundsAABB
#include "ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "LightLoop.cs.hlsl"
uniform int g_isOrthographic;

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/materialflags.compute


// #pragma enable_d3d11_debug_symbols
#include "ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "ShaderBase.hlsl"
#include "LightLoop.cs.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild.compute


//#pragma #pragma enable_d3d11_debug_symbols
#include "ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "ShaderBase.hlsl"
#include "LightLoop.cs.hlsl"
#include "LightingConvexHullUtils.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-clustered.compute


#pragma kernel TileLightListGen_DepthRT_MSAA_SrcBigTile LIGHTLISTGEN=TileLightListGen_DepthRT_MSAA_SrcBigTile ENABLE_DEPTH_TEXTURE_BACKPLANE MSAA_ENABLED USE_TWO_PASS_TILED_LIGHTING
#pragma kernel ClearAtomic
#include "ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "ShaderBase.hlsl"
#include "LightLoop.cs.hlsl"
#include "LightingConvexHullUtils.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-bigtile.compute


#pragma kernel BigTileLightListGen
#include "ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "LightLoop.cs.hlsl"
#include "LightingConvexHullUtils.hlsl"
#include "SortingComputeUtils.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/builddispatchindirect.compute


#pragma kernel BuildDispatchIndirect
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "LightLoop.cs.hlsl"
#include "../../ShaderVariables.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/ShadowContext.hlsl


#define SHADOWCONTEXT_MAX_COMPSAMPLER 1
#define SHADOW_OPTIMIZE_REGISTER_USAGE 1
#include "ShaderLibrary/Shadow/Shadow.hlsl"
#include "CoreRP/ShaderLibrary/Shadow/Shadow.hlsl"
TEXTURE2D_ARRAY(_ShadowmapExp_VSM_0);
SAMPLER(sampler_ShadowmapExp_VSM_0);

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Deferred.compute


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../../Debug/DebugDisplay.hlsl"
// Note: We have fix as guidelines that we have only one deferred material (with control of GBuffer enabled). Mean a users that add a new

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/DeferredDirectionalShadow.compute


// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel DeferredDirectionalShadow
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../ShaderVariables.hlsl"
#include "Lighting.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../Debug/DebugDisplay.hlsl"
// Note: We have fix as guidelines that we have only one deferred material (with control of GBuffer enabled). Mean a users that add a new

20
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineInspector.cs


public sealed partial class HDRenderPipelineInspector : HDBaseEditor<HDRenderPipelineAsset>
{
SerializedProperty m_RenderPipelineResources;
SerializedProperty m_DefaultDiffuseMaterial;
SerializedProperty m_DefaultShader;
// Global Frame Settings
// Global Render settings

void InitializeProperties()
{
m_RenderPipelineResources = properties.Find("m_RenderPipelineResources");
m_DefaultDiffuseMaterial = properties.Find("m_DefaultDiffuseMaterial");
m_DefaultShader = properties.Find("m_DefaultShader");
// Global FrameSettings
// Global Render settings

void SettingsUI(HDRenderPipelineAsset hdAsset)
{
EditorGUILayout.LabelField(s_Styles.settingsLabel, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
GlobalRenderSettingsUI(hdAsset);
GlobalShadowSettingsUI(hdAsset);
GlobalLightLoopSettingsUI(hdAsset);

RendereringSettingsUI(hdAsset);
LightLoopSettingsUI(hdAsset);
EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_SubsurfaceScatteringSettings, s_Styles.sssSettings);
}
protected override void OnEnable()

serializedObject.Update();
EditorGUILayout.LabelField(s_Styles.defaults, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_DefaultDiffuseMaterial, s_Styles.defaultDiffuseMaterial);
EditorGUILayout.PropertyField(m_DefaultShader, s_Styles.defaultShader);
EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUILayout.PropertyField(m_SubsurfaceScatteringSettings, s_Styles.sssSettings);
EditorGUILayout.Space();
SettingsUI(m_Target);

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineInspector.Styles.cs


{
public readonly GUIContent defaults = new GUIContent("Defaults");
public readonly GUIContent renderPipelineResources = new GUIContent("Render Pipeline Resources", "Set of resources that need to be loaded when creating stand alone");
public readonly GUIContent defaultDiffuseMaterial = new GUIContent("Default Diffuse Material", "Material to use when creating objects");
public readonly GUIContent defaultShader = new GUIContent("Default Shader", "Shader to use when creating materials");
public readonly GUIContent settingsLabel = new GUIContent("Settings");

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDEditorUtils.cs


{
var srpPath = GetScriptableRenderPipelinePath();
if (srpPath != null)
return Path.Combine(srpPath, "ScriptableRenderPipeline/HDRenderPipeline/");
return Path.Combine(srpPath, "ScriptableRenderPipeline/HDRenderPipeline/HDRP/");
return "Packages/com.unity.render-pipelines.high-definition/";
return "Packages/com.unity.render-pipelines.high-definition/HDRP/";
}
public static string GetPostProcessingPath()

{
var srpPath = GetScriptableRenderPipelinePath();
if (srpPath != null)
return Path.Combine(srpPath, "ScriptableRenderPipeline/Core/");
return Path.Combine(srpPath, "ScriptableRenderPipeline/Core/CoreRP/");
return "Packages/com.unity.render-pipelines.core/";
return "Packages/com.unity.render-pipelines.core/CoreRP/";
}
public static bool ResetMaterialKeywords(Material material)

15
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDAssetFactory.cs


get { return HDEditorUtils.GetHDRenderPipelinePath() + "RenderPipelineResources/HDRenderPipelineResources.asset"; }
}
static string s_DefaultMaterialPath
{
get { return HDEditorUtils.GetHDRenderPipelinePath() + "RenderPipelineResources/DefaultHDMaterial.mat"; }
}
static string s_DefaultShaderPath
{
get { return HDEditorUtils.GetHDRenderPipelinePath() + "Material/Lit/Lit.shader"; }
}
class DoCreateNewAssetHDRenderPipeline : ProjectWindowCallback.EndNameEditAction
{
public override void Action(int instanceId, string pathName, string resourceFile)

// Load default renderPipelineResources / Material / Shader
newAsset.renderPipelineResources = AssetDatabase.LoadAssetAtPath<RenderPipelineResources>(s_RenderPipelineResourcesPath);
newAsset.defaultDiffuseMaterial = AssetDatabase.LoadAssetAtPath<Material>(s_DefaultMaterialPath);
newAsset.defaultShader = AssetDatabase.LoadAssetAtPath<Shader>(s_DefaultShaderPath);
AssetDatabase.CreateAsset(newAsset, pathName);
ProjectWindowUtil.ShowCreatedAsset(newAsset);
}

string HDRenderPipelinePath = HDEditorUtils.GetHDRenderPipelinePath();
string PostProcessingPath = HDEditorUtils.GetPostProcessingPath();
string CorePath = HDEditorUtils.GetCorePath();
newAsset.defaultDiffuseMaterial = Load<Material>(HDRenderPipelinePath + "RenderPipelineResources/DefaultHDMaterial.mat");
newAsset.defaultShader = Load<Shader>(HDRenderPipelinePath + "Material/Lit/Lit.shader");
newAsset.debugDisplayLatlongShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugDisplayLatlong.Shader");
newAsset.debugViewMaterialGBufferShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugViewMaterialGBuffer.Shader");

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.shader


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "../../ShaderVariables.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.shader


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../../ShaderVariables.hlsl"
#include "SubsurfaceScattering.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.hlsl


#include "SubsurfaceScatteringSettings.cs.hlsl"
#include "ShaderLibrary\Packing.hlsl"
#include "CoreRP/ShaderLibrary/Packing.hlsl"
#include "CommonSubsurfaceScattering.hlsl"
// Subsurface scattering constant

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.compute


// Included headers
//--------------------------------------------------------------------------------------------------
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Packing.hlsl"
#include "ShaderLibrary/Sampling/Sampling.hlsl"
#include "ShaderLibrary/SpaceFillingCurves.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Packing.hlsl"
#include "CoreRP/ShaderLibrary/Sampling/Sampling.hlsl"
#include "CoreRP/ShaderLibrary/SpaceFillingCurves.hlsl"
#include "../../ShaderVariables.hlsl"
#include "../../Lighting/LightDefinition.cs.hlsl"
#include "SubsurfaceScattering.hlsl"

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


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

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/CombineLighting.shader


#pragma vertex Vert
#pragma fragment Frag
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
TEXTURE2D(_IrradianceSource);

16
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Material.hlsl


#ifndef UNITY_MATERIAL_INCLUDED
#define UNITY_MATERIAL_INCLUDED
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Packing.hlsl"
#include "ShaderLibrary/BSDF.hlsl"
#include "ShaderLibrary/Debug.hlsl"
#include "ShaderLibrary/GeometricTools.hlsl"
#include "ShaderLibrary/CommonMaterial.hlsl"
#include "ShaderLibrary/EntityLighting.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "CoreRP/ShaderLibrary/Color.hlsl"
#include "CoreRP/ShaderLibrary/Packing.hlsl"
#include "CoreRP/ShaderLibrary/BSDF.hlsl"
#include "CoreRP/ShaderLibrary/Debug.hlsl"
#include "CoreRP/ShaderLibrary/GeometricTools.hlsl"
#include "CoreRP/ShaderLibrary/CommonMaterial.hlsl"
#include "CoreRP/ShaderLibrary/EntityLighting.hlsl"
#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl"
#include "../Sky/AtmosphericScattering/AtmosphericScattering.hlsl"
// Guidelines for Material Keyword.

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Resources/PreIntegratedFGD.shader


#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl"
#include "../../../ShaderVariables.hlsl"
struct Attributes

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/common.hlsl"
#include "ShaderLibrary/Wind.hlsl"
#include "ShaderLibrary/GeometricTools.hlsl"
#include "ShaderLibrary/tessellation.hlsl"
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/Wind.hlsl"
#include "CoreRP/ShaderLibrary/GeometricTools.hlsl"
#include "CoreRP/ShaderLibrary/tessellation.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitDataDisplacement.hlsl


return SAMPLE_TEXTURE2D_LOD(_HeightMap, sampler_HeightMap, param.uv + texOffsetCurrent, lod).r;
}
#include "ShaderLibrary/PerPixelDisplacement.hlsl"
#include "CoreRP/ShaderLibrary/PerPixelDisplacement.hlsl"
void ApplyDisplacementTileScale(inout float height)
{

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitData.hlsl


//-------------------------------------------------------------------------------------
// Fill SurfaceData/Builtin data function
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Sampling/SampleUVMapping.hlsl"
#include "CoreRP/ShaderLibrary/Sampling/SampleUVMapping.hlsl"
#include "../MaterialUtilities.hlsl"
#include "../Decal/DecalUtilities.hlsl"

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Wind.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Wind.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl


// Define refraction keyword helpers
#define HAS_REFRACTION (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
#if HAS_REFRACTION
# include "ShaderLibrary/Refraction.hlsl"
# include "CoreRP/ShaderLibrary/Refraction.hlsl"
# if defined(_REFRACTION_PLANE)
# define REFRACTION_MODEL(V, posInputs, bsdfData) RefractionModelPlane(V, posInputs.positionWS, bsdfData.normalWS, bsdfData.ior, bsdfData.thickness)

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/common.hlsl"
#include "ShaderLibrary/Wind.hlsl"
#include "ShaderLibrary/GeometricTools.hlsl"
#include "ShaderLibrary/tessellation.hlsl"
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/Wind.hlsl"
#include "CoreRP/ShaderLibrary/GeometricTools.hlsl"
#include "CoreRP/ShaderLibrary/tessellation.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitDataDisplacement.hlsl


return BlendLayeredScalar(height0, height1, height2, height3, weights);
}
#include "ShaderLibrary/PerPixelDisplacement.hlsl"
#include "CoreRP/ShaderLibrary/PerPixelDisplacement.hlsl"
#endif // defined(_PIXEL_DISPLACEMENT) && LAYERS_HEIGHTMAP_ENABLE

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/common.hlsl"
#include "ShaderLibrary/Wind.hlsl"
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/Wind.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/GGXConvolve.shader


#pragma vertex Vert
#pragma fragment Frag
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl"
#include "GGXConvolution.cs.hlsl"
#include "../../ShaderVariables.hlsl"

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/ComputeGgxIblSampleData.compute


// Precomputes data for IntegrateLD(). See that function for a detailed description.
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl"
#ifdef SHADER_API_MOBILE
#define MAX_IBL_SAMPLE_CNT 34

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/BuildProbabilityTables.compute


// Ref: PBRT v3, 13.6.7 "Piecewise-Constant 2D Distributions".
// Note that we use the equiareal sphere-to-square mapping instead of the latitude-longitude one.
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl"
#include "../../ShaderVariables.hlsl"
/* --- Input --- */

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalData.hlsl


//-------------------------------------------------------------------------------------
// Fill SurfaceData/Builtin data function
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Packing.hlsl"
#include "ShaderLibrary/Sampling/SampleUVMapping.hlsl"
#include "CoreRP/ShaderLibrary/Packing.hlsl"
#include "CoreRP/ShaderLibrary/Sampling/SampleUVMapping.hlsl"
void GetSurfaceData(float2 texCoordDS, out DecalSurfaceData surfaceData)
{

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.shader


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Wind.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Wind.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"

5
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGUI.meta


fileFormatVersion: 2
guid: c8b417f54d2314549995022591d5454f
guid: e2eccaf646dce46a69c0224eb55c61a2
timeCreated: 1496821940
licenseType: Pro
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

28
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/LightweightAssetEditor.cs


{
public static GUIContent renderingLabel = new GUIContent("Rendering");
public static GUIContent shadowLabel = new GUIContent("Shadows");
public static GUIContent defaults = new GUIContent("Default Materials");
public static GUIContent renderScaleLabel = new GUIContent("Render Scale", "Scales the camera render target allowing the game to render at a resolution different than native resolution. UI is always rendered at native resolution. When in VR mode, VR scaling configuration is used instead.");

public static GUIContent shadowCascadeSplit = new GUIContent("Cascades Split",
"Percentages to split shadow volume");
public static GUIContent defaultMaterial = new GUIContent("Mesh",
"Material to use when creating 3D objects");
public static GUIContent defaultParticleMaterial = new GUIContent("Particles",
"Material to use when creating Particle Systems");
public static GUIContent defaultTerrainMaterial = new GUIContent("Terrain",
"Material to use in Terrains");
public static GUIContent msaaContent = new GUIContent("Anti Aliasing (MSAA)", "Controls the global anti aliasing settings.");
public static string[] shadowTypeOptions = {"No Shadows", "Hard Shadows", "Hard and Soft Shadows"};

private SerializedProperty m_ShadowCascadesProp;
private SerializedProperty m_ShadowCascade2SplitProp;
private SerializedProperty m_ShadowCascade4SplitProp;
private SerializedProperty m_DefaultMaterial;
private SerializedProperty m_DefaultParticleMaterial;
private SerializedProperty m_DefaultTerrainMaterial;
private SerializedProperty m_MSAA;
void OnEnable()

m_ShadowCascadesProp = serializedObject.FindProperty("m_ShadowCascades");
m_ShadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split");
m_ShadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split");
m_DefaultMaterial = serializedObject.FindProperty("m_DefaultMaterial");
m_DefaultParticleMaterial = serializedObject.FindProperty("m_DefaultParticleMaterial");
m_DefaultTerrainMaterial = serializedObject.FindProperty("m_DefaultTerrainMaterial");
m_MSAA = serializedObject.FindProperty("m_MSAA");
}

EditorGUI.BeginChangeCheck();
if (mode >= options.Length)
Debug.LogError(string.Format("Invalid option while trying to set {0}", label.text));
mode = EditorGUILayout.Popup(label, mode, options);
if (EditorGUI.EndChangeCheck())
{

EditorGUILayout.PropertyField(m_ShadowCascade2SplitProp, Styles.shadowCascadeSplit);
}
EditorGUI.indentLevel--;
EditorGUILayout.Space();
EditorGUILayout.LabelField(Styles.defaults, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_DefaultMaterial, Styles.defaultMaterial);
EditorGUILayout.PropertyField(m_DefaultParticleMaterial, Styles.defaultParticleMaterial);
EditorGUILayout.PropertyField(m_DefaultTerrainMaterial, Styles.defaultTerrainMaterial);
EditorGUI.indentLevel--;
serializedObject.ApplyModifiedProperties();

33
ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineAsset.cs


public class LightweightPipelineAsset : RenderPipelineAsset
{
private const int PACKAGE_MANAGER_PATH_INDEX = 1;
public static readonly string[] m_SearchPaths = {"Assets", "Packages/com.unity.render-pipelines.lightweight"};
// Default values set when a new LightweightPipeline asset is created

[SerializeField] private Shader m_DefaultShader;
[SerializeField] private Shader m_BlitShader;
[SerializeField] private Shader m_CopyDepthShader;
[SerializeField] private LightweightPipelineResource m_ResourceAsset;
[SerializeField] private Material m_DefaultMaterial;
[SerializeField] private Material m_DefaultParticleMaterial;
[SerializeField] private Material m_DefaultTerrainMaterial;
[MenuItem("Assets/Create/Render Pipeline/Lightweight/Pipeline Asset", priority = CoreUtils.assetCreateMenuPriority1)]
static void CreateLightweightPipeline()

// There's currently an issue that prevents FindAssets from find resources withing the package folder.
if (resourceAsset == null)
{
string path = "Packages/com.unity.render-pipelines.lightweight/Data/LightweightPipelineResource.asset";
string path = m_SearchPaths[PACKAGE_MANAGER_PATH_INDEX] + "/LWRP/Data/LightweightPipelineResource.asset";
if (resourceAsset != null)
{
instance.m_DefaultMaterial = resourceAsset.DefaultMaterial;
instance.m_DefaultParticleMaterial = resourceAsset.DefaultParticleMaterial;
instance.m_DefaultTerrainMaterial = resourceAsset.DefaultTerrainMaterial;
}
instance.m_ResourceAsset = resourceAsset;
instance.m_DefaultShader = Shader.Find(LightweightShaderUtils.GetShaderPath(ShaderPathID.STANDARD_PBS));
instance.m_BlitShader = Shader.Find(LightweightShaderUtils.GetShaderPath(ShaderPathID.HIDDEN_BLIT));
instance.m_CopyDepthShader = Shader.Find(LightweightShaderUtils.GetShaderPath(ShaderPathID.HIDDEN_DEPTH_COPY));

public override Material GetDefaultMaterial()
{
#if UNITY_EDITOR
return m_DefaultMaterial;
#else
if (m_ResourceAsset != null)
return m_ResourceAsset.DefaultMaterial;
#endif
#endif
return m_DefaultParticleMaterial;
#else
return null;
if (m_ResourceAsset != null)
return m_ResourceAsset.DefaultParticleMaterial;
return null;
}
public override Material GetDefaultLineMaterial()

public override Material GetDefaultTerrainMaterial()
{
#if UNITY_EDITOR
return m_DefaultTerrainMaterial;
#else
return null;
if (m_ResourceAsset != null)
return m_ResourceAsset.DefaultTerrainMaterial;
return null;
}
public override Material GetDefaultUIMaterial()

33
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs


using System;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine.Experimental.GlobalIllumination;
using UnityEngine.Rendering;
using UnityEngine.Rendering.PostProcessing;
using UnityEngine.XR;

m_Asset = asset;
BuildShadowSettings();
SetRenderingFeatures();
PerFrameBuffer._GlossyEnvironmentColor = Shader.PropertyToID("_GlossyEnvironmentColor");
PerFrameBuffer._SubtractiveShadowColor = Shader.PropertyToID("_SubtractiveShadowColor");

CoreUtils.Destroy(m_BlitMaterial);
}
private void SetRenderingFeatures()
{
#if UNITY_EDITOR
SupportedRenderingFeatures.active = new SupportedRenderingFeatures()
{
reflectionProbeSupportFlags = SupportedRenderingFeatures.ReflectionProbeSupportFlags.None,
defaultMixedLightingMode = SupportedRenderingFeatures.LightmapMixedBakeMode.Subtractive,
supportedMixedLightingModes = SupportedRenderingFeatures.LightmapMixedBakeMode.Subtractive,
supportedLightmapBakeTypes = LightmapBakeType.Baked | LightmapBakeType.Mixed,
supportedLightmapsModes = LightmapsMode.CombinedDirectional | LightmapsMode.NonDirectional,
rendererSupportsLightProbeProxyVolumes = false,
rendererSupportsMotionVectors = false,
rendererSupportsReceiveShadows = true,
rendererSupportsReflectionProbes = true
};
#endif
}
// TODO: This is at the moment required for all pipes. We should not implicitly change user project settings
// instead this should be forced when using SRP, since all SRP use linear lighting.
SetupPerFrameShaderConstants();
// Sort cameras array by camera depth

// invAngleRange = 1.0 / (cosInnerAngle - cosOuterAngle)
// SdotL * invAngleRange + (-cosOuterAngle * invAngleRange)
// If we precompute the terms in a MAD instruction
float spotAngle = Mathf.Deg2Rad * lightData.spotAngle;
float cosOuterAngle = Mathf.Cos(spotAngle * 0.5f);
float cosInneAngle = Mathf.Cos(spotAngle * 0.25f);
float smoothAngleRange = cosInneAngle - cosOuterAngle;
if (Mathf.Approximately(smoothAngleRange, 0.0f))
smoothAngleRange = 1.0f;
float cosOuterAngle = Mathf.Cos(Mathf.Deg2Rad * lightData.spotAngle * 0.5f);
float cosInneAngle = Mathf.Cos(LightmapperUtils.ExtractInnerCone(lightData.light) * 0.5f);
float smoothAngleRange = Mathf.Max(0.001f, cosInneAngle - cosOuterAngle);
float invAngleRange = 1.0f / smoothAngleRange;
float add = -cosOuterAngle * invAngleRange;
lightSpotAttenuation = new Vector4(invAngleRange, add, 0.0f);

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightShaderLibrary/Shadows.hlsl


#ifndef LIGHTWEIGHT_SHADOWS_INCLUDED
#define LIGHTWEIGHT_SHADOWS_INCLUDED
#include "ShaderLibrary\Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#define MAX_SHADOW_CASCADES 4

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightShaderLibrary/Particles.hlsl


#include "Core.hlsl"
#include "InputSurface.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "CoreRP/ShaderLibrary/Color.hlsl"
#if defined (_COLORADDSUBDIFF_ON)
half4 _ColorAddSubDiff;

9
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightShaderLibrary/Lighting.hlsl


#ifndef LIGHTWEIGHT_LIGHTING_INCLUDED
#define LIGHTWEIGHT_LIGHTING_INCLUDED
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/EntityLighting.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/EntityLighting.hlsl"
#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl"
#include "Core.hlsl"
#include "Shadows.hlsl"

// If we precompute the terms in a MAD instruction
half SdotL = dot(spotDirection, lightDirection);
return saturate(SdotL * spotAttenuation.x + spotAttenuation.y);
half atten = saturate(SdotL * spotAttenuation.x + spotAttenuation.y);
return atten * atten;
}
inline half GetLightDirectionAndRealtimeAttenuation(LightInput lightInput, half3 normal, float3 worldPos, out half3 lightDirection)

4
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightShaderLibrary/InputSurface.hlsl


#define LIGHTWEIGHT_SURFACE_INPUT_INCLUDED
#include "Core.hlsl"
#include "ShaderLibrary/Packing.hlsl"
#include "ShaderLibrary/CommonMaterial.hlsl"
#include "CoreRP/ShaderLibrary/Packing.hlsl"
#include "CoreRP/ShaderLibrary/CommonMaterial.hlsl"
#ifdef _SPECULAR_SETUP
#define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv)

4
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightShaderLibrary/Core.hlsl


#ifndef LIGHTWEIGHT_PIPELINE_CORE_INCLUDED
#define LIGHTWEIGHT_PIPELINE_CORE_INCLUDED
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Packing.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Packing.hlsl"
#include "Input.hlsl"
#ifdef _NORMALMAP

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightShaderLibrary.meta


fileFormatVersion: 2
guid: 37244f7798708ba449e9893ad27f77f5
guid: 2de5b472450204ae2853db2cb6a2540a
folderAsset: yes
DefaultImporter:
externalObjects: {}

8
ScriptableRenderPipeline/Core/CoreRP.meta


fileFormatVersion: 2
guid: ece10b06a2a0821449c2c303c83ac5b2
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP.meta


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

8
ScriptableRenderPipeline/LightweightPipeline/LWRP.meta


fileFormatVersion: 2
guid: 5f9e9e863e5d34a5ab12de3834516604
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

8
ScriptableRenderPipeline/LightweightPipeline/LWRP/Data.meta


fileFormatVersion: 2
guid: d59f1663563e245fabce035da7cecd75
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

8
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor.meta


fileFormatVersion: 2
guid: 53c20613ce8ac478dba8507359e02516
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

8
ScriptableRenderPipeline/LightweightPipeline/LWRP/Materials.meta


fileFormatVersion: 2
guid: 7f10efc5458aa44a2928a72c38807544
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

8
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders.meta


fileFormatVersion: 2
guid: 248877dd7078443d6b51abf21ee7d52a
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

16
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/LightweightShaderIncludePaths.cs


using System.IO;
namespace UnityEditor.Experimental.Rendering.LightweightPipeline
{
static class LightweightIncludePaths
{
[ShaderIncludePath]
public static string[] GetPaths()
{
return new[]
{
Path.GetFullPath("Packages/com.unity.render-pipelines.lightweight/LWRP/Shaders"),
};
}
}
}

11
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/LightweightShaderIncludePaths.cs.meta


fileFormatVersion: 2
guid: cd920abe23764ecc804601f00b93c770
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

9
ScriptableRenderPipeline/LightweightPipeline/Editor.meta


fileFormatVersion: 2
guid: 316ed34724625cb47b31136769381b57
folderAsset: yes
timeCreated: 1484576996
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

9
ScriptableRenderPipeline/LightweightPipeline/Shaders.meta


fileFormatVersion: 2
guid: 81841919e91d4b24ba3a6ca4a5167bce
folderAsset: yes
timeCreated: 1490023078
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

9
ScriptableRenderPipeline/LightweightPipeline/Materials.meta


fileFormatVersion: 2
guid: bc5fccbcb91216745b747fafd8514a24
folderAsset: yes
timeCreated: 1496317987
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

8
ScriptableRenderPipeline/LightweightPipeline/Data.meta


fileFormatVersion: 2
guid: 96a897191a3b552429d819147e6a36a4
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

/ScriptableRenderPipeline/Core/Resources.meta → /ScriptableRenderPipeline/Core/CoreRP/Resources.meta

/ScriptableRenderPipeline/Core/Resources → /ScriptableRenderPipeline/Core/CoreRP/Resources

/ScriptableRenderPipeline/Core/TextureSettings.cs.meta → /ScriptableRenderPipeline/Core/CoreRP/TextureSettings.cs.meta

/ScriptableRenderPipeline/Core/TextureCache.cs.meta → /ScriptableRenderPipeline/Core/CoreRP/TextureCache.cs.meta

/ScriptableRenderPipeline/Core/Shadow.meta → /ScriptableRenderPipeline/Core/CoreRP/Shadow.meta

/ScriptableRenderPipeline/Core/Debugging.meta → /ScriptableRenderPipeline/Core/CoreRP/Debugging.meta

/ScriptableRenderPipeline/Core/Camera.meta → /ScriptableRenderPipeline/Core/CoreRP/Camera.meta

部分文件因为文件数量过多而无法显示

正在加载...
取消
保存