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egomeh 6 年前
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170858df
共有 276 个文件被更改,包括 7768 次插入203 次删除
  1. 3
      TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
  2. 7
      TestProjects/LWGraphicsTest/ProjectSettings/EditorBuildSettings.asset
  3. 2
      com.unity.render-pipelines.core/CHANGELOG.md
  4. 4
      com.unity.render-pipelines.core/CoreRP/ShaderLibrary/ImageBasedLighting.hlsl
  5. 2
      com.unity.render-pipelines.core/package.json
  6. 5
      com.unity.render-pipelines.high-definition/CHANGELOG.md
  7. 2
      com.unity.render-pipelines.high-definition/HDRP/Debug/DebugLightVolume.shader
  8. 6
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightEditor.cs
  9. 2
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/HDProbeUI.ContextualMenu.cs.meta
  10. 7
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/HDProbeUI.Drawers.cs
  11. 13
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/HDProbeUI.Skin.cs
  12. 2
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/HDReflectionProbeUI.Drawers.cs
  13. 4
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/SerializedHDProbe.cs
  14. 16
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Skin.cs
  15. 1
      com.unity.render-pipelines.high-definition/HDRP/Lighting/LightDefinition.cs
  16. 1
      com.unity.render-pipelines.high-definition/HDRP/Lighting/LightDefinition.cs.hlsl
  17. 1
      com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoop.cs
  18. 14
      com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoop.hlsl
  19. 1
      com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoopDef.hlsl
  20. 10
      com.unity.render-pipelines.high-definition/HDRP/Lighting/Reflection/HDProbe.cs
  21. 5
      com.unity.render-pipelines.high-definition/HDRP/Lighting/Reflection/ProbeWrapper.cs
  22. 8
      com.unity.render-pipelines.high-definition/package.json
  23. 13
      com.unity.render-pipelines.lightweight/CHANGELOG.md
  24. 85
      com.unity.render-pipelines.lightweight/LWRP/DefaultRendererSetup.cs
  25. 12
      com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGUI/LightweightShaderGUI.cs
  26. 2
      com.unity.render-pipelines.lightweight/LWRP/IRendererSetup.cs
  27. 1
      com.unity.render-pipelines.lightweight/LWRP/LightweightAdditionalCameraData.cs
  28. 233
      com.unity.render-pipelines.lightweight/LWRP/LightweightPipeline.cs
  29. 2
      com.unity.render-pipelines.lightweight/LWRP/Passes/BeginXRRenderingPass.cs
  30. 4
      com.unity.render-pipelines.lightweight/LWRP/Passes/CopyDepthPass.cs
  31. 2
      com.unity.render-pipelines.lightweight/LWRP/Passes/CreateLightweightRenderTexturesPass.cs
  32. 4
      com.unity.render-pipelines.lightweight/LWRP/Passes/DepthOnlyPass.cs
  33. 29
      com.unity.render-pipelines.lightweight/LWRP/Passes/DrawSkyboxPass.cs
  34. 2
      com.unity.render-pipelines.lightweight/LWRP/Passes/EndXRRenderingPass.cs
  35. 12
      com.unity.render-pipelines.lightweight/LWRP/Passes/LightweightForwardPass.cs
  36. 8
      com.unity.render-pipelines.lightweight/LWRP/Passes/TransparentPostProcessPass.cs
  37. 11
      com.unity.render-pipelines.lightweight/LWRP/ScriptableRenderer.cs
  38. 2
      com.unity.render-pipelines.lightweight/LWRP/ScriptableRenderer.cs.meta
  39. 23
      com.unity.render-pipelines.lightweight/LWRP/Shaders/LightweightStandardUnlit.shader
  40. 8
      com.unity.render-pipelines.lightweight/package.json
  41. 3
      com.unity.shadergraph/CHANGELOG.md
  42. 38
      com.unity.shadergraph/Editor/Data/Util/ShaderGenerator.cs
  43. 3
      com.unity.shadergraph/Editor/Drawing/MaterialGraphEditWindow.cs
  44. 2
      com.unity.shadergraph/package.json
  45. 2
      com.unity.testframework.graphics/CHANGELOG.md
  46. 2
      com.unity.testframework.graphics/package.json
  47. 4
      com.unity.testing.srp.core/package.json
  48. 26
      com.unity.testing.srp.lightweight/Tests/Scenes/028_PostProcessing_Custom/Scripts/InvertOpaque.cs
  49. 6
      com.unity.testing.srp.lightweight/package.json
  50. 447
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_Anisotropy.unity
  51. 7
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_Anisotropy.unity.meta
  52. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_anisotropy.meta
  53. 1001
      TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1213_Lit_Anisotropy.png
  54. 88
      TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1213_Lit_Anisotropy.png.meta
  55. 23
      com.unity.render-pipelines.core/CoreRP/Editor/SettingsDisableScope.cs
  56. 11
      com.unity.render-pipelines.core/CoreRP/Editor/SettingsDisableScope.cs.meta
  57. 7
      com.unity.render-pipelines.lightweight/LWRP/IAfterDepthPrePass.cs
  58. 11
      com.unity.render-pipelines.lightweight/LWRP/IAfterDepthPrePass.cs.meta
  59. 10
      com.unity.render-pipelines.lightweight/LWRP/IAfterOpaquePass.cs
  60. 11
      com.unity.render-pipelines.lightweight/LWRP/IAfterOpaquePass.cs.meta
  61. 8
      com.unity.render-pipelines.lightweight/LWRP/IAfterOpaquePostProcess.cs
  62. 11
      com.unity.render-pipelines.lightweight/LWRP/IAfterOpaquePostProcess.cs.meta
  63. 7
      com.unity.render-pipelines.lightweight/LWRP/IAfterRender.cs
  64. 11
      com.unity.render-pipelines.lightweight/LWRP/IAfterRender.cs.meta
  65. 7
      com.unity.render-pipelines.lightweight/LWRP/IAfterSkyboxPass.cs
  66. 11
      com.unity.render-pipelines.lightweight/LWRP/IAfterSkyboxPass.cs.meta
  67. 7
      com.unity.render-pipelines.lightweight/LWRP/IAfterTransparentPass.cs
  68. 11
      com.unity.render-pipelines.lightweight/LWRP/IAfterTransparentPass.cs.meta
  69. 16
      com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/LightweightPassMetaUnlit.hlsl
  70. 9
      com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/LightweightPassMetaUnlit.hlsl.meta
  71. 527
      com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/OSXEditor/Metal/053_UnlitShader.png
  72. 88
      com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/OSXEditor/Metal/053_UnlitShader.png.meta
  73. 471
      com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/WindowsEditor/Direct3D11/053_UnlitShader.png
  74. 88
      com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/WindowsEditor/Direct3D11/053_UnlitShader.png.meta
  75. 8
      com.unity.testing.srp.lightweight/Tests/Scenes/052_LWCallbacks.meta
  76. 681
      com.unity.testing.srp.lightweight/Tests/Scenes/052_LWCallbacks.unity
  77. 7
      com.unity.testing.srp.lightweight/Tests/Scenes/052_LWCallbacks.unity.meta
  78. 8
      com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader.meta
  79. 1001
      com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader.unity
  80. 9
      com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader.unity.meta
  81. 26
      .github/PULL_REQUEST_TEMPLATE.md
  82. 328
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_anisotropy/GGX_a00_s00.mat
  83. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_anisotropy/GGX_a00_s00.mat.meta
  84. 328
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_anisotropy/GGX_a00_s01.mat
  85. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_anisotropy/GGX_a00_s01.mat.meta
  86. 328
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_anisotropy/GGX_a00_s02.mat
  87. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_anisotropy/GGX_a00_s02.mat.meta
  88. 328
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_anisotropy/GGX_a00_s03.mat
  89. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_anisotropy/GGX_a00_s03.mat.meta
  90. 328
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_anisotropy/GGX_a00_s04.mat
  91. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_anisotropy/GGX_a00_s04.mat.meta
  92. 328
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_anisotropy/GGX_a00_s05.mat
  93. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_anisotropy/GGX_a00_s05.mat.meta
  94. 328
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_anisotropy/GGX_a00_s06.mat
  95. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_anisotropy/GGX_a00_s06.mat.meta
  96. 328
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_anisotropy/GGX_a00_s07.mat

3
TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset


path: Assets/GraphicTests/Scenes/1x_Materials/1212_Lit_Emission.unity
guid: f465136a9ac4cb1429a4a1761d07c3c3
- enabled: 1
path: Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_Anisotropy.unity
guid: e0ebb398c814c2645af130d8b2e6b9aa
- enabled: 1
path: Assets/GraphicTests/Scenes/1x_Materials/1301_SubSurfaceScattering.unity
guid: 201c29a239df4c74ea9e1ab47082abea
- enabled: 1

7
TestProjects/LWGraphicsTest/ProjectSettings/EditorBuildSettings.asset


- enabled: 1
path: Packages/com.unity.testing.srp.lightweight/Tests/Scenes/050_Shader_Graphs.unity
guid: 6e7a83866a1e446b3becf7972371c5d0
- enabled: 0
path: Packages/com.unity.testing.srp.lightweight/Tests/Scenes/052_LWCallbacks.unity
guid: 58d22e8497ba91141b3ae7abd7b0bb41
path: Packages/com.unity.testing.srp.lightweight/Tests/Scenes/052_Lighting_Attenuation.unity
guid: 93a99004f07ca6f4dbbc9ccb319c7698
path: Packages/com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader.unity
guid: a28e1d48e6e3c0e42a4050ab4e770bf8
m_configObjects: {}

2
com.unity.render-pipelines.core/CHANGELOG.md


The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
## [3.4.0]
## [3.3.0]
## [3.2.0]

4
com.unity.render-pipelines.core/CoreRP/ShaderLibrary/ImageBasedLighting.hlsl


{
// For positive anisotropy values: tangent = highlight stretch (anisotropy) direction, bitangent = grain (brush) direction.
float3 grainDirWS = (anisotropy >= 0.0) ? bitangentWS : tangentWS;
// Reduce stretching for (perceptualRoughness < 0.2).
float stretch = abs(anisotropy) * saturate(5.0 * perceptualRoughness);
// Reduce stretching depends on the perceptual roughness
float stretch = abs(anisotropy) * saturate(1.5 * sqrt(perceptualRoughness));
// NOTE: If we follow the theory we should use the modified normal for the different calculation implying a normal (like NdotV)
// However modified normal is just a hack. The goal is just to stretch a cubemap, no accuracy here. Let's save performance instead.
iblN = GetAnisotropicModifiedNormal(grainDirWS, N, V, stretch);

2
com.unity.render-pipelines.core/package.json


{
"name": "com.unity.render-pipelines.core",
"description": "Core library for Unity render pipelines.",
"version": "3.3.0-preview",
"version": "3.4.0-preview",
"unity": "2018.3",
"displayName": "Render Pipeline Core Library"
}

5
com.unity.render-pipelines.high-definition/CHANGELOG.md


The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
## [3.4.0-preview]
## [3.3.0-preview]
### Added

- Add support for reflection probe light layers
- Improve quality of anisotropic on IBL
### Fixed
- Fix an issue where the screen where darken when rendering camera preview

- Fixed an issue where reseting HDLight do not reset all of its parameters
- Fixed shader compile warning in DebugLightVolumes.shader
### Changed
- Changed default reflection probe to be 256x256x6 and array size to be 64

2
com.unity.render-pipelines.high-definition/HDRP/Debug/DebugLightVolume.shader


{
VaryingsDefault output;
float3 positionRWS = TransformObjectToWorld(att.positionOS * _Range + _Offset);
float3 positionRWS = TransformObjectToWorld(att.positionOS.xyz * _Range + _Offset);
output.positionCS = TransformWorldToHClip(positionRWS);
return output;
}

6
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightEditor.cs


EditorGUILayout.Space();
EditorGUILayout.LabelField("Additional Settings", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
m_AdditionalLightData.lightLayers.intValue = Convert.ToInt32(EditorGUILayout.EnumFlagsField(s_Styles.lightLayer, (LightLayerEnum)m_AdditionalLightData.lightLayers.intValue));
var hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;
using (new SettingsDisableScope(hdPipeline.asset.renderPipelineSettings.supportLightLayers))
{
m_AdditionalLightData.lightLayers.intValue = Convert.ToInt32(EditorGUILayout.EnumFlagsField(s_Styles.lightLayer, (LightLayerEnum)m_AdditionalLightData.lightLayers.intValue));
}
EditorGUILayout.PropertyField(m_AdditionalLightData.affectDiffuse, s_Styles.affectDiffuse);
EditorGUILayout.PropertyField(m_AdditionalLightData.affectSpecular, s_Styles.affectSpecular);
if (m_LightShape != LightShape.Directional)

2
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/HDProbeUI.ContextualMenu.cs.meta


fileFormatVersion: 2
guid: 3f4d3bee74f54434ca6db826ccc28f6f
guid: f9ddf94c77394c14986865eb30c51d79
MonoImporter:
externalObjects: {}
serializedVersion: 2

7
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/HDProbeUI.Drawers.cs


using System.Collections.Generic;
using UnityEditorInternal;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
using UnityEngine.Rendering;

protected static void Drawer_SectionCustomSettings(HDProbeUI s, SerializedHDProbe d, Editor o)
{
var hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;
using (new SettingsDisableScope(hdPipeline.asset.renderPipelineSettings.supportLightLayers))
{
d.lightLayers.intValue = Convert.ToInt32(EditorGUILayout.EnumFlagsField(lightLayersContent, (LightLayerEnum)d.lightLayers.intValue));
}
EditorGUILayout.PropertyField(d.weight, weightContent);
EditorGUI.BeginChangeCheck();

13
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/HDProbeUI.Skin.cs


{
partial class HDProbeUI
{
/*
static readonly Color[][] k_handlesColor = new Color[][]
{
new Color[]

new Color(0f, 0f, .5f, 1f)
}
};
*/
static readonly GUIContent bakeTypeContent = CoreEditorUtils.GetContent("Type|'Baked Cubemap' uses the 'Auto Baking' mode from the Lighting window. If it is enabled then baking is automatic otherwise manual bake is needed (use the bake button below). \n'Custom' can be used if a custom cubemap is wanted. \n'Realtime' can be used to dynamically re-render the cubemap during runtime (via scripting).");
//static readonly GUIContent bakeTypeContent = CoreEditorUtils.GetContent("Type|'Baked Cubemap' uses the 'Auto Baking' mode from the Lighting window. If it is enabled then baking is automatic otherwise manual bake is needed (use the bake button below). \n'Custom' can be used if a custom cubemap is wanted. \n'Realtime' can be used to dynamically re-render the cubemap during runtime (via scripting).");
static readonly GUIContent normalModeContent = CoreEditorUtils.GetContent("Normal|Normal parameters mode (only change for box shape).");
static readonly GUIContent advancedModeContent = CoreEditorUtils.GetContent("Advanced|Advanced parameters mode (only change for box shape).");
//static readonly GUIContent normalModeContent = CoreEditorUtils.GetContent("Normal|Normal parameters mode (only change for box shape).");
// static readonly GUIContent advancedModeContent = CoreEditorUtils.GetContent("Advanced|Advanced parameters mode (only change for box shape).");
protected static readonly GUIContent fieldCaptureTypeContent = CoreEditorUtils.GetContent("Type");
protected static readonly GUIContent resolutionContent = CoreEditorUtils.GetContent("Resolution");

static readonly GUIContent weightContent = CoreEditorUtils.GetContent("Weight|Blend weight applied on this reflection probe. This can be used for fading in or out a reflection probe.");
static readonly GUIContent multiplierContent = CoreEditorUtils.GetContent("Intensity Multiplier|Allows you to boost or dimmer the reflected cubemap. Values above 1 will make reflections brighter and values under 1 will make reflections darker. Using values different than 1 is not physically correct.");
static readonly GUIContent lightLayersContent = CoreEditorUtils.GetContent("Light Layers|Specifies the current light layers that the light affect. Corresponding renderer with the same flags will be lit by this light.");
static readonly GUIContent textureSizeContent = CoreEditorUtils.GetContent("Probe Texture Size (Set By HDRP)");
static readonly GUIContent compressionTextureContent = CoreEditorUtils.GetContent("Probe Compression (Set By HDRP)");
//static readonly GUIContent textureSizeContent = CoreEditorUtils.GetContent("Probe Texture Size (Set By HDRP)");
//static readonly GUIContent compressionTextureContent = CoreEditorUtils.GetContent("Probe Compression (Set By HDRP)");
const string mimapHelpBoxText = "No mipmaps in the cubemap, Smoothness value in Standard shader will be ignored.";

2
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/HDReflectionProbeUI.Drawers.cs


static void Drawer_ModeSettingsRealtime(HDProbeUI s, SerializedHDProbe p, Editor owner)
{
SerializedHDReflectionProbe probe = (SerializedHDReflectionProbe)p;
//SerializedHDReflectionProbe probe = (SerializedHDReflectionProbe)p;
//EditorGUILayout.PropertyField(p.refreshMode, CoreEditorUtils.GetContent("Refresh Mode|Controls how this probe refreshes in the Player"));
//EditorGUILayout.PropertyField(probe.timeSlicingMode, CoreEditorUtils.GetContent("Time Slicing|If enabled this probe will update over several frames, to help reduce the impact on the frame rate"));
}

4
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/SerializedHDProbe.cs


internal SerializedFrameSettings frameSettings;
internal SerializedProperty lightLayers;
internal SerializedProperty mode;
internal SerializedProperty refreshMode;

frameSettings = new SerializedFrameSettings(serializedObject.Find((HDProbe p) => p.frameSettings));
lightLayers = serializedObject.Find((HDProbe p) => p.lightLayers);
mode = serializedObject.Find((HDProbe p) => p.mode);
refreshMode = serializedObject.Find((HDProbe p) => p.refreshMode);
}

16
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Skin.cs


partial class InfluenceVolumeUI
{
static readonly Color k_GizmoThemeColorBaseFace = new Color(255f / 255f, 229f / 255f, 148f / 255f, 45f / 255f);
//static readonly Color k_GizmoThemeColorBaseFace = new Color(255f / 255f, 229f / 255f, 148f / 255f, 45f / 255f);
static readonly Color k_GizmoThemeColorInfluenceFace = new Color(83f / 255f, 255f / 255f, 95f / 255f, 17f / 255f);
//static readonly Color k_GizmoThemeColorInfluenceFace = new Color(83f / 255f, 255f / 255f, 95f / 255f, 17f / 255f);
static readonly Color k_GizmoThemeColorInfluenceNormalFace = new Color(0f / 255f, 229f / 255f, 255f / 255f, 36f / 255f);
static readonly Color k_GizmoThemeColorProjection = new Color(0x00 / 255f, 0xE5 / 255f, 0xFF / 255f, 0x20 / 255f);
static readonly Color k_GizmoThemeColorProjectionFace = new Color(0x00 / 255f, 0xE5 / 255f, 0xFF / 255f, 0x20 / 255f);
static readonly Color k_GizmoThemeColorDisabled = new Color(0x99 / 255f, 0x89 / 255f, 0x59 / 255f, 0x10 / 255f);
static readonly Color k_GizmoThemeColorDisabledFace = new Color(0x99 / 255f, 0x89 / 255f, 0x59 / 255f, 0x10 / 255f);
//static readonly Color k_GizmoThemeColorInfluenceNormalFace = new Color(0f / 255f, 229f / 255f, 255f / 255f, 36f / 255f);
//static readonly Color k_GizmoThemeColorProjection = new Color(0x00 / 255f, 0xE5 / 255f, 0xFF / 255f, 0x20 / 255f);
//static readonly Color k_GizmoThemeColorProjectionFace = new Color(0x00 / 255f, 0xE5 / 255f, 0xFF / 255f, 0x20 / 255f);
//static readonly Color k_GizmoThemeColorDisabled = new Color(0x99 / 255f, 0x89 / 255f, 0x59 / 255f, 0x10 / 255f);
//static readonly Color k_GizmoThemeColorDisabledFace = new Color(0x99 / 255f, 0x89 / 255f, 0x59 / 255f, 0x10 / 255f);
static readonly GUIContent shapeContent = CoreEditorUtils.GetContent("Shape");
static readonly GUIContent boxSizeContent = CoreEditorUtils.GetContent("Box Size|The size of the box in which the reflections will be applied to objects. The value is not affected by the Transform of the Game Object.");

1
com.unity.render-pipelines.high-definition/HDRP/Lighting/LightDefinition.cs


public struct EnvLightData
{
// Packing order depends on chronological access to avoid cache misses
public uint lightLayers;
// Proxy properties
public Vector3 capturePositionRWS;

1
com.unity.render-pipelines.high-definition/HDRP/Lighting/LightDefinition.cs.hlsl


// PackingRules = Exact
struct EnvLightData
{
uint lightLayers;
float3 capturePositionRWS;
int influenceShapeType;
float3 proxyExtents;

1
com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoop.cs


// Build light data
var envLightData = new EnvLightData();
envLightData.lightLayers = probe.GetLightLayers();
envLightData.influenceShapeType = probe.influenceShapeType;
envLightData.weight = probe.weight;
envLightData.multiplier = probe.multiplier * m_indirectLightingController.indirectSpecularIntensity;

14
com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoop.hlsl


}
// Define macro for a better understanding of the loop
#define EVALUATE_BSDF_ENV(envLightData, TYPE, type) \
IndirectLighting lighting = EvaluateBSDF_Env(context, V, posInput, preLightData, envLightData, bsdfData, envLightData.influenceShapeType, MERGE_NAME(GPUIMAGEBASEDLIGHTINGTYPE_, TYPE), MERGE_NAME(type, HierarchyWeight)); \
AccumulateIndirectLighting(lighting, aggregateLighting);
#define EVALUATE_BSDF_ENV_SKY(envLightData, TYPE, type) \
IndirectLighting lighting = EvaluateBSDF_Env(context, V, posInput, preLightData, envLightData, bsdfData, envLightData.influenceShapeType, MERGE_NAME(GPUIMAGEBASEDLIGHTINGTYPE_, TYPE), MERGE_NAME(type, HierarchyWeight)); \
AccumulateIndirectLighting(lighting, aggregateLighting);
// Environment cubemap test lightlayers, sky don't test it
#define EVALUATE_BSDF_ENV(envLightData, TYPE, type) if (IsMatchingLightLayer(envLightData.lightLayers, builtinData.renderingLayers)) { EVALUATE_BSDF_ENV_SKY(envLightData, TYPE, type) }
// First loop iteration
if (featureFlags & (LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_SSREFRACTION | LIGHTFEATUREFLAGS_SSREFLECTION))

// Only apply the sky if we haven't yet accumulated enough IBL lighting.
if (reflectionHierarchyWeight < 1.0)
{
EVALUATE_BSDF_ENV(envLightSky, REFLECTION, reflection);
EVALUATE_BSDF_ENV_SKY(envLightSky, REFLECTION, reflection);
}
if (featureFlags & LIGHTFEATUREFLAGS_SSREFRACTION)

EVALUATE_BSDF_ENV(envLightSky, REFRACTION, refraction);
EVALUATE_BSDF_ENV_SKY(envLightSky, REFRACTION, refraction);
#undef EVALUATE_BSDF_ENV_SKY
// Also Apply indiret diffuse (GI)
// PostEvaluateBSDF will perform any operation wanted by the material and sum everything into diffuseLighting and specularLighting

1
com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoopDef.hlsl


{
EnvLightData output;
ZERO_INITIALIZE(EnvLightData, output);
output.lightLayers = 0xFFFFFFFF; // Enable sky for all layers
output.influenceShapeType = ENVSHAPETYPE_SKY;
// 31 bit index, 1 bit cache type
output.envIndex = ENVCACHETYPE_CUBEMAP | (envIndex << 1);

10
com.unity.render-pipelines.high-definition/HDRP/Lighting/Reflection/HDProbe.cs


RenderTexture m_RealtimeTexture = null;
/// <summary>Light layer to use by this probe.</summary>
public LightLayerEnum lightLayers = LightLayerEnum.LightLayerDefault;
// This function return a mask of light layers as uint and handle the case of Everything as being 0xFF and not -1
public uint GetLightLayers()
{
int value = (int)(lightLayers);
return value < 0 ? (uint)LightLayerEnum.Everything : (uint)value;
}
/// <summary>ProxyVolume currently used by this probe.</summary>
public ReflectionProxyVolumeComponent proxyVolume { get { return m_ProxyVolume; } }

5
com.unity.render-pipelines.high-definition/HDRP/Lighting/Reflection/ProbeWrapper.cs


public abstract Matrix4x4 proxyToWorld { get; }
public abstract Vector3 proxyExtents { get; }
public abstract bool infiniteProjection { get; }
public abstract uint GetLightLayers();
}
class VisibleReflectionProbeWrapper : ProbeWrapper

: influenceToWorld;
}
}
public override uint GetLightLayers() { return additional.GetLightLayers(); }
}
class PlanarReflectionProbeWrapper : ProbeWrapper

public override ReflectionProbeMode mode { get { return planarReflectionProbe.mode; } }
public override Matrix4x4 proxyToWorld { get { return planarReflectionProbe.proxyToWorld; } }
public override uint GetLightLayers() { return planarReflectionProbe.GetLightLayers(); }
}
}

8
com.unity.render-pipelines.high-definition/package.json


{
"name": "com.unity.render-pipelines.high-definition",
"description": "HD Render Pipeline for Unity.",
"version": "3.3.0-preview",
"version": "3.4.0-preview",
"com.unity.postprocessing": "2.0.10-preview",
"com.unity.render-pipelines.core": "3.3.0-preview",
"com.unity.shadergraph": "3.3.0-preview"
"com.unity.postprocessing": "2.0.11-preview",
"com.unity.render-pipelines.core": "3.4.0-preview",
"com.unity.shadergraph": "3.4.0-preview"
}
}

13
com.unity.render-pipelines.lightweight/CHANGELOG.md


The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
## [3.4.0-preview]
### Added
- When you have enabled Gizmos, they now appear correctly in the Game view.
### Fixed
- The Unlit shader now samples Global Illumination correctly.
- The Inspector window for the Unlit shader now displays correctly.
- Add callbacks to LWRP that can be attached to a camera (IBeforeCameraRender, IAfterDepthPrePass, IAfterOpaquePass, IAfterOpaquePostProcess, IAfterSkyboxPass, IAfterTransparentPass, IAfterRender)
###Changed
- Clean up LWRP creation of render textures. If we are not going straight to screen ensure that we create both depth and color targets.
### Changed
- Renamed LightweightForwardRenderer to ScriptableRenderer.
- Moved all light constants to _LightBuffer CBUFFER. Now _PerCamera CBUFFER contains all other per camera constants.

85
com.unity.render-pipelines.lightweight/LWRP/DefaultRendererSetup.cs


using System;
using System;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline

private TransparentPostProcessPass m_TransparentPostProcessPass;
private FinalBlitPass m_FinalBlitPass;
private EndXRRenderingPass m_EndXrRenderingPass;
#if UNITY_EDITOR
#if UNITY_EDITOR
#endif
#endif
private RenderTargetHandle Color;
private RenderTargetHandle ColorAttachment;
private RenderTargetHandle DepthAttachment;
private RenderTargetHandle DepthTexture;
private RenderTargetHandle OpaqueColor;

m_TransparentPostProcessPass = new TransparentPostProcessPass();
m_FinalBlitPass = new FinalBlitPass();
m_EndXrRenderingPass = new EndXRRenderingPass();
#if UNITY_EDITOR
#if UNITY_EDITOR
#endif
#endif
Color.Init("_CameraColorTexture");
ColorAttachment.Init("_CameraColorTexture");
DepthAttachment.Init("_CameraDepthAttachment");
DepthTexture.Init("_CameraDepthTexture");
OpaqueColor.Init("_CameraOpaqueTexture");

m_Initialized = true;
}
public void Setup(ScriptableRenderer renderer, ref ScriptableRenderContext context,
ref CullResults cullResults, ref RenderingData renderingData)
{

Camera camera = renderingData.cameraData.camera;
renderer.SetupPerObjectLightIndices(ref cullResults, ref renderingData.lightData);
RenderTextureDescriptor baseDescriptor = ScriptableRenderer.CreateRTDesc(ref renderingData.cameraData);
RenderTextureDescriptor shadowDescriptor = baseDescriptor;

bool requiresDepthPrepass = renderingData.shadowData.requiresScreenSpaceShadowResolve ||
renderingData.cameraData.isSceneViewCamera ||
(requiresCameraDepth &&
!ScriptableRenderer.CanCopyDepth(ref renderingData.cameraData));
bool requiresDepthPrepass = renderingData.shadowData.requiresScreenSpaceShadowResolve
|| renderingData.cameraData.isSceneViewCamera
|| (requiresCameraDepth && !ScriptableRenderer.CanCopyDepth(ref renderingData.cameraData));
// For now VR requires a depth prepass until we figure out how to properly resolve texture2DMS in stereo
requiresDepthPrepass |= renderingData.cameraData.isStereoEnabled;

if (renderingData.shadowData.renderLocalShadows)
{
m_LocalShadowPass.Setup(LocalShadowmap, renderer.maxVisibleLocalLights);
renderer.EnqueuePass(m_LocalShadowPass);
}

{
m_DepthOnlyPass.Setup(baseDescriptor, DepthTexture, SampleCount.One);
renderer.EnqueuePass(m_DepthOnlyPass);
foreach (var pass in camera.GetComponents<IAfterDepthPrePass>())
renderer.EnqueuePass(pass.GetPassToEnqueue(m_DepthOnlyPass.descriptor, DepthTexture));
}
if (renderingData.shadowData.renderDirectionalShadows &&

renderer.EnqueuePass(m_ScreenSpaceShadowResolvePass);
}
bool requiresDepthAttachment = requiresCameraDepth && !requiresDepthPrepass;
bool requiresColorAttachment =
bool requiresRenderToTexture =
baseDescriptor,
requiresDepthAttachment);
RenderTargetHandle colorHandle = (requiresColorAttachment) ? Color : RenderTargetHandle.CameraTarget;
RenderTargetHandle depthHandle = (requiresDepthAttachment) ? DepthAttachment : RenderTargetHandle.CameraTarget;
baseDescriptor);
RenderTargetHandle colorHandle = RenderTargetHandle.CameraTarget;
RenderTargetHandle depthHandle = RenderTargetHandle.CameraTarget;
var sampleCount = (SampleCount) renderingData.cameraData.msaaSamples;
m_CreateLightweightRenderTexturesPass.Setup(baseDescriptor, colorHandle, depthHandle, sampleCount);
renderer.EnqueuePass(m_CreateLightweightRenderTexturesPass);
if (requiresRenderToTexture)
{
colorHandle = ColorAttachment;
depthHandle = DepthAttachment;
var sampleCount = (SampleCount)renderingData.cameraData.msaaSamples;
m_CreateLightweightRenderTexturesPass.Setup(baseDescriptor, colorHandle, depthHandle, sampleCount);
renderer.EnqueuePass(m_CreateLightweightRenderTexturesPass);
}
Camera camera = renderingData.cameraData.camera;
bool dynamicBatching = renderingData.supportsDynamicBatching;
RendererConfiguration rendererConfiguration = ScriptableRenderer.GetRendererConfiguration(renderingData.lightData.totalAdditionalLightsCount);

m_RenderOpaqueForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, ScriptableRenderer.GetCameraClearFlag(camera), camera.backgroundColor, rendererConfiguration,dynamicBatching);
m_RenderOpaqueForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, ScriptableRenderer.GetCameraClearFlag(camera), camera.backgroundColor, rendererConfiguration, dynamicBatching);
foreach (var pass in camera.GetComponents<IAfterOpaquePass>())
renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle));
if (renderingData.cameraData.postProcessEnabled &&
renderingData.cameraData.postProcessLayer.HasOpaqueOnlyEffects(renderer.postProcessRenderContext))

foreach (var pass in camera.GetComponents<IAfterOpaquePostProcess>())
renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle));
{
m_DrawSkyboxPass.Setup(colorHandle, depthHandle);
}
if (depthHandle != RenderTargetHandle.CameraTarget)
foreach (var pass in camera.GetComponents<IAfterSkyboxPass>())
renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle));
if (requiresCameraDepth && !requiresDepthPrepass)
{
m_CopyDepthPass.Setup(depthHandle, DepthTexture);
renderer.EnqueuePass(m_CopyDepthPass);

m_RenderTransparentForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, ClearFlag.None, camera.backgroundColor, rendererConfiguration, dynamicBatching);
renderer.EnqueuePass(m_RenderTransparentForwardPass);
if (renderingData.cameraData.postProcessEnabled)
foreach (var pass in camera.GetComponents<IAfterTransparentPass>())
renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle));
if (!renderingData.cameraData.isStereoEnabled && renderingData.cameraData.postProcessEnabled)
m_TransparentPostProcessPass.Setup(renderer.postProcessRenderContext, baseDescriptor, colorHandle);
m_TransparentPostProcessPass.Setup(renderer.postProcessRenderContext, baseDescriptor, colorHandle, BuiltinRenderTextureType.CameraTarget);
renderer.EnqueuePass(m_TransparentPostProcessPass);
}
else if (!renderingData.cameraData.isOffscreenRender && colorHandle != RenderTargetHandle.CameraTarget)

}
foreach (var pass in camera.GetComponents<IAfterRender>())
renderer.EnqueuePass(pass.GetPassToEnqueue());
#if UNITY_EDITOR
if (renderingData.cameraData.isSceneViewCamera)
{

12
com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGUI/LightweightShaderGUI.cs


if (alphaClipProp.floatValue == 1)
m_MaterialEditor.ShaderProperty(alphaCutoffProp, Styles.alphaClipThresholdText, MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1);
EditorGUI.BeginChangeCheck();
bool receiveShadows = EditorGUILayout.Toggle(Styles.receiveShadowText, receiveShadowsProp.floatValue == 1.0f);
if (EditorGUI.EndChangeCheck())
receiveShadowsProp.floatValue = receiveShadows ? 1.0f : 0.0f;
if (receiveShadowsProp != null)
{
EditorGUI.BeginChangeCheck();
bool receiveShadows =
EditorGUILayout.Toggle(Styles.receiveShadowText, receiveShadowsProp.floatValue == 1.0f);
if (EditorGUI.EndChangeCheck())
receiveShadowsProp.floatValue = receiveShadows ? 1.0f : 0.0f;
}
EditorGUILayout.Space();
}

2
com.unity.render-pipelines.lightweight/LWRP/IRendererSetup.cs


{
void Setup(ScriptableRenderer renderer, ref ScriptableRenderContext context, ref CullResults cullResults, ref RenderingData renderingData);
}
}
}

1
com.unity.render-pipelines.lightweight/LWRP/LightweightAdditionalCameraData.cs


{
[DisallowMultipleComponent]
[RequireComponent(typeof(Camera))]
[ImageEffectAllowedInSceneView]
public class LightweightAdditionalCameraData : MonoBehaviour
{
[Tooltip("If enabled shadows will render for this camera.")]

233
com.unity.render-pipelines.lightweight/LWRP/LightweightPipeline.cs


using System.Collections.Generic;
using Unity.Collections;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.Experimental.Rendering.LightweightPipeline;
#endif
using UnityEngine.Rendering;

public LightweightPipelineAsset pipelineAsset { get; private set; }
private IRendererSetup m_DefaultRendererSetup;
private IRendererSetup defaultRendererSetup
private static IRendererSetup m_DefaultRendererSetup;
private static IRendererSetup defaultRendererSetup
{
get
{

ScriptableRenderer m_Renderer;
CullResults m_CullResults;
List<int> m_LocalLightIndices = new List<int>();
private PipelineSettings m_PipelineSettings;
public struct PipelineSettings
{
public int msaaSampleCount { get; private set; }
public bool supportsHDR { get; private set; }
public XRGraphicsConfig savedXRGraphicsConfig { get; private set; }
public float renderScale { get; private set; }
public bool supportsCameraDepthTexture { get; private set; }
public Downsampling opaqueDownsampling { get; private set; }
public bool supportsCameraOpaqueTexture { get; private set; }
public bool supportsDynamicBatching { get; private set; }
public int maxPixelLights { get; private set; }
public bool supportsDirectionalShadows { get; private set; }
public bool supportsSoftParticles { get; private set; }
public bool supportsLocalShadows { get; private set; }
public float shadowDistance { get; private set; }
public int cascadeCount { get; private set; }
public int directionalShadowAtlasResolution { get; private set; }
public float cascade2Split { get; private set; }
public Vector3 cascade4Split { get; private set; }
public bool supportsVertexLight { get; private set; }
public int localShadowAtlasResolution { get; private set; }
public bool supportsSoftShadows { get; private set; }
public static PipelineSettings Create(LightweightPipelineAsset asset)
{
var cache = new PipelineSettings();
cache.msaaSampleCount = asset.msaaSampleCount;
cache.supportsHDR = asset.supportsHDR;
cache.savedXRGraphicsConfig = asset.savedXRGraphicsConfig;
cache.renderScale = asset.renderScale;
cache.supportsCameraDepthTexture = asset.supportsCameraDepthTexture;
cache.opaqueDownsampling = asset.opaqueDownsampling;
cache.supportsCameraOpaqueTexture = asset.supportsCameraOpaqueTexture;
cache.supportsDynamicBatching = asset.supportsDynamicBatching;
cache.maxPixelLights = asset.maxPixelLights;
cache.supportsDirectionalShadows = asset.supportsDirectionalShadows;
cache.supportsSoftParticles = asset.supportsSoftParticles;
cache.supportsLocalShadows = asset.supportsLocalShadows;
cache.shadowDistance = asset.shadowDistance;
cache.cascadeCount = asset.cascadeCount;
cache.directionalShadowAtlasResolution = asset.directionalShadowAtlasResolution;
cache.cascade2Split = asset.cascade2Split;
cache.cascade4Split = asset.cascade4Split;
cache.supportsVertexLight = asset.supportsVertexLight;
cache.localShadowAtlasResolution = asset.localShadowAtlasResolution;
cache.supportsSoftShadows = asset.supportsSoftShadows;
return cache;
}
}
pipelineAsset = asset;
m_PipelineSettings = PipelineSettings.Create(asset);
SetSupportedRenderingFeatures();
SetPipelineCapabilities(asset);

m_Renderer = new ScriptableRenderer(asset);
// Let engine know we have MSAA on for cases where we support MSAA backbuffer
if (QualitySettings.antiAliasing != pipelineAsset.msaaSampleCount)
QualitySettings.antiAliasing = pipelineAsset.msaaSampleCount;
if (QualitySettings.antiAliasing != m_PipelineSettings.msaaSampleCount)
QualitySettings.antiAliasing = m_PipelineSettings.msaaSampleCount;
Shader.globalRenderPipeline = "LightweightPipeline";

Lightmapping.ResetDelegate();
}
public interface IBeforeCameraRender
{
void ExecuteBeforeCameraRender(ScriptableRenderContext context, Camera camera, PipelineSettings pipelineSettings, ScriptableRenderer renderer);
}
pipelineAsset.savedXRGraphicsConfig.renderScale = pipelineAsset.renderScale;
pipelineAsset.savedXRGraphicsConfig.viewportScale = 1.0f; // Placeholder until viewportScale is all hooked up
m_PipelineSettings.savedXRGraphicsConfig.renderScale = m_PipelineSettings.renderScale;
m_PipelineSettings.savedXRGraphicsConfig.viewportScale = 1.0f; // Placeholder until viewportScale is all hooked up
pipelineAsset.savedXRGraphicsConfig.SetConfig();
m_PipelineSettings.savedXRGraphicsConfig.SetConfig();
base.Render(context, cameras);
BeginFrameRendering(cameras);

foreach (Camera camera in cameras)
{
BeginCameraRendering(camera);
string renderCameraTag = camera.name;
CommandBuffer cmd = CommandBufferPool.Get(renderCameraTag);
using (new ProfilingSample(cmd, renderCameraTag))
foreach (var beforeCamera in camera.GetComponents<IBeforeCameraRender>())
beforeCamera.ExecuteBeforeCameraRender(context, camera, m_PipelineSettings, m_Renderer);
RenderSingleCamera(context, m_PipelineSettings, camera, ref m_CullResults, camera.GetComponent<IRendererSetup>(), m_Renderer);
}
}
public static void RenderSingleCamera(ScriptableRenderContext context, PipelineSettings settings, Camera camera, ref CullResults cullResults, IRendererSetup setup, ScriptableRenderer renderer)
{
string renderCameraTag = camera.name;
CommandBuffer cmd = CommandBufferPool.Get(renderCameraTag);
using (new ProfilingSample(cmd, renderCameraTag))
{
CameraData cameraData;
InitializeCameraData(settings, camera, out cameraData);
SetupPerCameraShaderConstants(cameraData);
ScriptableCullingParameters cullingParameters;
if (!CullResults.GetCullingParameters(camera, cameraData.isStereoEnabled, out cullingParameters))
CameraData cameraData;
InitializeCameraData(camera, out cameraData);
SetupPerCameraShaderConstants(cameraData);
CommandBufferPool.Release(cmd);
return;
}
ScriptableCullingParameters cullingParameters;
if (!CullResults.GetCullingParameters(camera, cameraData.isStereoEnabled, out cullingParameters))
{
CommandBufferPool.Release(cmd);
continue;
}
cullingParameters.shadowDistance = Mathf.Min(cameraData.maxShadowDistance, camera.farClipPlane);
cullingParameters.shadowDistance = Mathf.Min(cameraData.maxShadowDistance, camera.farClipPlane);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
#if UNITY_EDITOR
#if UNITY_EDITOR
// Emit scene view UI
if (cameraData.isSceneViewCamera)
ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
// Emit scene view UI
if (cameraData.isSceneViewCamera)
ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
CullResults.Cull(ref cullingParameters, context, ref m_CullResults);
List<VisibleLight> visibleLights = m_CullResults.visibleLights;
CullResults.Cull(ref cullingParameters, context, ref cullResults);
List<VisibleLight> visibleLights = cullResults.visibleLights;
RenderingData renderingData;
InitializeRenderingData(ref cameraData, visibleLights,
m_Renderer.maxSupportedLocalLightsPerPass, m_Renderer.maxSupportedVertexLights,
out renderingData);
RenderingData renderingData;
InitializeRenderingData(settings, ref cameraData, visibleLights,
renderer.maxSupportedLocalLightsPerPass, renderer.maxSupportedVertexLights,
out renderingData);
var setup = cameraData.camera.GetComponent<IRendererSetup>();
if (setup == null)
setup = defaultRendererSetup;
var setupToUse = setup;
if (setupToUse == null)
setupToUse = defaultRendererSetup;
setup.Setup(m_Renderer, ref context, ref m_CullResults, ref renderingData);
setupToUse.Setup(renderer, ref context, ref cullResults, ref renderingData);
m_Renderer.Execute(ref context, ref m_CullResults, ref renderingData);
}
renderer.Execute(ref context, ref cullResults, ref renderingData);
#if UNITY_EDITOR
Handles.DrawGizmos(camera);
#endif
void SetSupportedRenderingFeatures()
static void SetSupportedRenderingFeatures()
{
#if UNITY_EDITOR
SupportedRenderingFeatures.active = new SupportedRenderingFeatures()

#endif
}
void InitializeCameraData(Camera camera, out CameraData cameraData)
static void InitializeCameraData(PipelineSettings settings, Camera camera, out CameraData cameraData)
bool msaaEnabled = camera.allowMSAA && pipelineAsset.msaaSampleCount > 1;
bool msaaEnabled = camera.allowMSAA && settings.msaaSampleCount > 1;
cameraData.msaaSamples = (camera.targetTexture != null) ? camera.targetTexture.antiAliasing : pipelineAsset.msaaSampleCount;
cameraData.msaaSamples = (camera.targetTexture != null) ? camera.targetTexture.antiAliasing : settings.msaaSampleCount;
else
cameraData.msaaSamples = 1;

if (cameraData.isStereoEnabled && XRGraphicsConfig.eyeTextureDesc.dimension == TextureDimension.Tex2DArray)
cameraData.msaaSamples = 1;
cameraData.isHdrEnabled = camera.allowHDR && pipelineAsset.supportsHDR;
cameraData.isHdrEnabled = camera.allowHDR && settings.supportsHDR;
cameraData.postProcessLayer = camera.GetComponent<PostProcessLayer>();
cameraData.postProcessEnabled = cameraData.postProcessLayer != null && cameraData.postProcessLayer.isActiveAndEnabled;

// If XR is enabled, use XR renderScale.
// Discard variations lesser than kRenderScaleThreshold.
// Scale is only enabled for gameview.
float usedRenderScale = XRGraphicsConfig.enabled ? pipelineAsset.savedXRGraphicsConfig.renderScale : pipelineAsset.renderScale;
float usedRenderScale = XRGraphicsConfig.enabled ? settings.savedXRGraphicsConfig.renderScale : settings.renderScale;
cameraData.requiresDepthTexture = pipelineAsset.supportsCameraDepthTexture || cameraData.isSceneViewCamera;
cameraData.requiresSoftParticles = pipelineAsset.supportsSoftParticles;
cameraData.requiresOpaqueTexture = pipelineAsset.supportsCameraOpaqueTexture;
cameraData.opaqueTextureDownsampling = pipelineAsset.opaqueDownsampling;
cameraData.requiresDepthTexture = settings.supportsCameraDepthTexture || cameraData.isSceneViewCamera;
cameraData.requiresSoftParticles = settings.supportsSoftParticles;
cameraData.requiresOpaqueTexture = settings.supportsCameraOpaqueTexture;
cameraData.opaqueTextureDownsampling = settings.opaqueDownsampling;
bool anyShadowsEnabled = pipelineAsset.supportsDirectionalShadows || pipelineAsset.supportsLocalShadows;
cameraData.maxShadowDistance = (anyShadowsEnabled) ? pipelineAsset.shadowDistance : 0.0f;
bool anyShadowsEnabled = settings.supportsDirectionalShadows || settings.supportsLocalShadows;
cameraData.maxShadowDistance = (anyShadowsEnabled) ? settings.shadowDistance : 0.0f;
LightweightAdditionalCameraData additionalCameraData = camera.gameObject.GetComponent<LightweightAdditionalCameraData>();
if (additionalCameraData != null)

cameraData.requiresDepthTexture |= cameraData.postProcessEnabled;
}
void InitializeRenderingData(ref CameraData cameraData, List<VisibleLight> visibleLights, int maxSupportedLocalLightsPerPass, int maxSupportedVertexLights, out RenderingData renderingData)
static void InitializeRenderingData(PipelineSettings settings, ref CameraData cameraData,
List<VisibleLight> visibleLights, int maxSupportedLocalLightsPerPass, int maxSupportedVertexLights,
out RenderingData renderingData)
m_LocalLightIndices.Clear();
List<int> localLightIndices = new List<int>();
bool hasDirectionalShadowCastingLight = false;
bool hasLocalShadowCastingLight = false;

else
{
hasLocalShadowCastingLight |= castShadows;
m_LocalLightIndices.Add(i);
localLightIndices.Add(i);
InitializeLightData(visibleLights, maxSupportedLocalLightsPerPass, maxSupportedVertexLights, out renderingData.lightData);
InitializeShadowData(hasDirectionalShadowCastingLight, hasLocalShadowCastingLight, out renderingData.shadowData);
renderingData.supportsDynamicBatching = pipelineAsset.supportsDynamicBatching;
InitializeLightData(settings, visibleLights, maxSupportedLocalLightsPerPass, maxSupportedVertexLights, localLightIndices, out renderingData.lightData);
InitializeShadowData(settings, hasDirectionalShadowCastingLight, hasLocalShadowCastingLight, out renderingData.shadowData);
renderingData.supportsDynamicBatching = settings.supportsDynamicBatching;
void InitializeShadowData(bool hasDirectionalShadowCastingLight, bool hasLocalShadowCastingLight, out ShadowData shadowData)
static void InitializeShadowData(PipelineSettings settings, bool hasDirectionalShadowCastingLight, bool hasLocalShadowCastingLight, out ShadowData shadowData)
shadowData.renderDirectionalShadows = pipelineAsset.supportsDirectionalShadows && hasDirectionalShadowCastingLight;
shadowData.renderDirectionalShadows = settings.supportsDirectionalShadows && hasDirectionalShadowCastingLight;
shadowData.requiresScreenSpaceShadowResolve = shadowData.renderDirectionalShadows && supportsScreenSpaceShadows && pipelineAsset.cascadeCount > 1;
shadowData.directionalLightCascadeCount = (shadowData.requiresScreenSpaceShadowResolve) ? pipelineAsset.cascadeCount : 1;
shadowData.directionalShadowAtlasWidth = pipelineAsset.directionalShadowAtlasResolution;
shadowData.directionalShadowAtlasHeight = pipelineAsset.directionalShadowAtlasResolution;
shadowData.requiresScreenSpaceShadowResolve = shadowData.renderDirectionalShadows && supportsScreenSpaceShadows && settings.cascadeCount > 1;
shadowData.directionalLightCascadeCount = (shadowData.requiresScreenSpaceShadowResolve) ? settings.cascadeCount : 1;
shadowData.directionalShadowAtlasWidth = settings.directionalShadowAtlasResolution;
shadowData.directionalShadowAtlasHeight = settings.directionalShadowAtlasResolution;
switch (shadowData.directionalLightCascadeCount)
{

case 2:
shadowData.directionalLightCascades = new Vector3(pipelineAsset.cascade2Split, 1.0f, 0.0f);
shadowData.directionalLightCascades = new Vector3(settings.cascade2Split, 1.0f, 0.0f);
shadowData.directionalLightCascades = pipelineAsset.cascade4Split;
shadowData.directionalLightCascades = settings.cascade4Split;
shadowData.renderLocalShadows = pipelineAsset.supportsLocalShadows && hasLocalShadowCastingLight;
shadowData.localShadowAtlasWidth = shadowData.localShadowAtlasHeight = pipelineAsset.localShadowAtlasResolution;
shadowData.supportsSoftShadows = pipelineAsset.supportsSoftShadows;
shadowData.renderLocalShadows = settings.supportsLocalShadows && hasLocalShadowCastingLight;
shadowData.localShadowAtlasWidth = shadowData.localShadowAtlasHeight = settings.localShadowAtlasResolution;
shadowData.supportsSoftShadows = settings.supportsSoftShadows;
shadowData.bufferBitCount = 16;
shadowData.renderedDirectionalShadowQuality = LightShadows.None;

void InitializeLightData(List<VisibleLight> visibleLights, int maxSupportedLocalLightsPerPass, int maxSupportedVertexLights, out LightData lightData)
static void InitializeLightData(PipelineSettings settings, List<VisibleLight> visibleLights,
int maxSupportedLocalLightsPerPass, int maxSupportedVertexLights, List<int> localLightIndices, out LightData lightData)
int visibleLightsCount = Math.Min(visibleLights.Count, pipelineAsset.maxPixelLights);
lightData.mainLightIndex = GetMainLight(visibleLights);
int visibleLightsCount = Math.Min(visibleLights.Count, settings.maxPixelLights);
lightData.mainLightIndex = GetMainLight(settings, visibleLights);
int vertexLightCount = (pipelineAsset.supportsVertexLight) ? Math.Min(visibleLights.Count, maxSupportedLocalLightsPerPass) - additionalPixelLightsCount : 0;
int vertexLightCount = (settings.supportsVertexLight) ? Math.Min(visibleLights.Count, maxSupportedLocalLightsPerPass) - additionalPixelLightsCount : 0;
lightData.visibleLocalLightIndices = m_LocalLightIndices;
lightData.visibleLocalLightIndices = localLightIndices;
int GetMainLight(List<VisibleLight> visibleLights)
static int GetMainLight(PipelineSettings settings, List<VisibleLight> visibleLights)
if (totalVisibleLights == 0 || pipelineAsset.maxPixelLights == 0)
if (totalVisibleLights == 0 || settings.maxPixelLights == 0)
return -1;
for (int i = 0; i < totalVisibleLights; ++i)

return -1;
}
void SetupPerFrameShaderConstants()
static void SetupPerFrameShaderConstants()
{
// When glossy reflections are OFF in the shader we set a constant color to use as indirect specular
SphericalHarmonicsL2 ambientSH = RenderSettings.ambientProbe;

Shader.SetGlobalVector(PerFrameBuffer._SubtractiveShadowColor, CoreUtils.ConvertSRGBToActiveColorSpace(RenderSettings.subtractiveShadowColor));
}
void SetupPerCameraShaderConstants(CameraData cameraData)
static void SetupPerCameraShaderConstants(CameraData cameraData)
{
Camera camera = cameraData.camera;
float cameraWidth = (float)cameraData.camera.pixelWidth * cameraData.renderScale;

2
com.unity.render-pipelines.lightweight/LWRP/Passes/BeginXRRenderingPass.cs


context.StartMultiEye(camera);
}
}
}
}

4
com.unity.render-pipelines.lightweight/LWRP/Passes/CopyDepthPass.cs


descriptor.msaaSamples = 1;
descriptor.bindMS = false;
cmd.GetTemporaryRT(destination.id, descriptor, FilterMode.Point);
cmd.SetGlobalTexture("_CameraDepthAttachment", source.Identifier());
if (renderingData.cameraData.msaaSamples > 1)
{
cmd.DisableShaderKeyword(LightweightKeywordStrings.DepthNoMsaa);

2
com.unity.render-pipelines.lightweight/LWRP/Passes/CreateLightweightRenderTexturesPass.cs


if (colorAttachmentHandle != RenderTargetHandle.CameraTarget)
{
var colorDescriptor = descriptor;
colorDescriptor.depthBufferBits = k_DepthStencilBufferBits; // TODO: does the color RT always need depth?
colorDescriptor.depthBufferBits = 0;
colorDescriptor.sRGB = true;
colorDescriptor.msaaSamples = (int) samples;
cmd.GetTemporaryRT(colorAttachmentHandle.id, colorDescriptor, FilterMode.Bilinear);

4
com.unity.render-pipelines.lightweight/LWRP/Passes/DepthOnlyPass.cs


int kDepthBufferBits = 32;
private RenderTargetHandle depthAttachmentHandle { get; set; }
private RenderTextureDescriptor descriptor { get; set; }
public FilterRenderersSettings opaqueFilterSettings { get; private set; }
internal RenderTextureDescriptor descriptor { get; set; }
private FilterRenderersSettings opaqueFilterSettings { get; set; }
public void Setup(
RenderTextureDescriptor baseDescriptor,

29
com.unity.render-pipelines.lightweight/LWRP/Passes/DrawSkyboxPass.cs


using UnityEngine.Rendering;
private RenderTargetHandle colorAttachmentHandle { get; set; }
private RenderTargetHandle depthAttachmentHandle { get; set; }
public void Setup(RenderTargetHandle colorHandle, RenderTargetHandle depthHandle)
{
this.colorAttachmentHandle = colorHandle;
this.depthAttachmentHandle = depthHandle;
}
CommandBuffer cmd = CommandBufferPool.Get("Draw Skybox (Set RT's)");
if(renderingData.cameraData.isStereoEnabled && XRGraphicsConfig.eyeTextureDesc.dimension == TextureDimension.Tex2DArray)
{
cmd.SetRenderTarget(colorAttachmentHandle.Identifier(), depthAttachmentHandle.Identifier(), 0, CubemapFace.Unknown, -1);
}
else
{
cmd.SetRenderTarget(colorAttachmentHandle.Identifier(), depthAttachmentHandle.Identifier());
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}

2
com.unity.render-pipelines.lightweight/LWRP/Passes/EndXRRenderingPass.cs


context.StereoEndRender(camera);
}
}
}
}

12
com.unity.render-pipelines.lightweight/LWRP/Passes/LightweightForwardPass.cs


protected void SetRenderTarget(CommandBuffer cmd, RenderBufferLoadAction loadOp, RenderBufferStoreAction storeOp, ClearFlag clearFlag, Color clearColor)
{
if (colorAttachmentHandle != RenderTargetHandle.CameraTarget)
{
if (depthAttachmentHandle != RenderTargetHandle.CameraTarget)
SetRenderTarget(
SetRenderTarget(
cmd,
colorAttachmentHandle.Identifier(),
loadOp,

clearFlag,
clearColor,
descriptor.dimension);
else
SetRenderTarget(cmd, colorAttachmentHandle.Identifier(), loadOp, storeOp, clearFlag, clearColor, descriptor.dimension);
}
else
{
SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget, loadOp, storeOp, clearFlag, clearColor, descriptor.dimension);
}
}
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]

8
com.unity.render-pipelines.lightweight/LWRP/Passes/TransparentPostProcessPass.cs


private RenderTargetHandle colorAttachmentHandle { get; set; }
private RenderTextureDescriptor descriptor { get; set; }
private PostProcessRenderContext postContext { get; set; }
private RenderTargetIdentifier destination { get; set; }
RenderTargetHandle colorAttachmentHandle)
RenderTargetHandle colorAttachmentHandle,
RenderTargetIdentifier destination)
this.destination = destination;
public override void Execute(ScriptableRenderer renderer, ref ScriptableRenderContext context,
ref CullResults cullResults,

LightweightPipeline.RenderPostProcess(cmd, postContext, ref renderingData.cameraData, descriptor.colorFormat, colorAttachmentHandle.Identifier(), BuiltinRenderTextureType.CameraTarget, false);
LightweightPipeline.RenderPostProcess(cmd, postContext, ref renderingData.cameraData, descriptor.colorFormat, colorAttachmentHandle.Identifier(), destination, false);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}

11
com.unity.render-pipelines.lightweight/LWRP/ScriptableRenderer.cs


public ScriptableRenderer(LightweightPipelineAsset pipelineAsset)
{
this.pipelineAsset = pipelineAsset;
m_Materials = new[]
{
CoreUtils.CreateEngineMaterial("Hidden/InternalErrorShader"),

postProcessRenderContext = new PostProcessRenderContext();
}
public LightweightPipelineAsset pipelineAsset { get; private set; }
public void Dispose()
{

desc.colorFormat = cameraData.isHdrEnabled ? RenderTextureFormat.DefaultHDR :
RenderTextureFormat.Default;
desc.enableRandomWrite = false;
desc.sRGB = true;
public void Execute(ref ScriptableRenderContext context, ref CullResults cullResults, ref RenderingData renderingData)
{
for (int i = 0; i < m_ActiveRenderPassQueue.Count; ++i)

m_ActiveRenderPassQueue.Add(pass);
}
public static bool RequiresIntermediateColorTexture(ref CameraData cameraData, RenderTextureDescriptor baseDescriptor, bool requiresCameraDepth)
public static bool RequiresIntermediateColorTexture(ref CameraData cameraData, RenderTextureDescriptor baseDescriptor)
{
if (cameraData.isOffscreenRender)
return false;

return requiresCameraDepth || cameraData.isSceneViewCamera || isScaledRender || cameraData.isHdrEnabled ||
return cameraData.isSceneViewCamera || isScaledRender || cameraData.isHdrEnabled ||
cameraData.postProcessEnabled || cameraData.requiresOpaqueTexture || isTargetTexture2DArray || !cameraData.isDefaultViewport;
}

2
com.unity.render-pipelines.lightweight/LWRP/ScriptableRenderer.cs.meta


fileFormatVersion: 2
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guid: f0f3c3678ea96e34f97aa3e4a1503a22
MonoImporter:
externalObjects: {}
serializedVersion: 2

23
com.unity.render-pipelines.lightweight/LWRP/Shaders/LightweightStandardUnlit.shader


#else
half3 normalWS = normalize(IN.normal);
#endif
color += SAMPLE_GI(IN.lightmapUV, IN.vertexSH, normalWS);
color *= SAMPLE_GI(IN.lightmapUV, IN.vertexSH, normalWS);
#endif
ApplyFog(color, IN.uv0AndFogCoord.z);

#include "LWRP/ShaderLibrary/InputSurfaceUnlit.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl"
ENDHLSL
}
// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Name "Meta"
Tags{"LightMode" = "Meta"}
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex LightweightVertexMeta
#pragma fragment LightweightFragmentMetaUnlit
#include "LWRP/ShaderLibrary/InputSurfaceUnlit.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassMetaUnlit.hlsl"
ENDHLSL
}
}

8
com.unity.render-pipelines.lightweight/package.json


{
"name": "com.unity.render-pipelines.lightweight",
"description": "Lightweight Render Pipeline for Unity.",
"version": "3.3.0-preview",
"version": "3.4.0-preview",
"com.unity.postprocessing": "2.0.10-preview",
"com.unity.render-pipelines.core": "3.3.0-preview",
"com.unity.shadergraph": "3.3.0-preview"
"com.unity.postprocessing": "2.0.11-preview",
"com.unity.render-pipelines.core": "3.4.0-preview",
"com.unity.shadergraph": "3.4.0-preview"
}
}

3
com.unity.shadergraph/CHANGELOG.md


## [3.4.0]
## [3.3.0]
## [3.2.0]

- Texture 2D Array and Texture 3D nodes can no longer be used in the vertex shader.
- Shader graphs using alpha clip now generate correct depth and shadow passes.
- `Normal Create` node has been renamed to `Normal From Texture`.
- When you close the Shader Graph after you have modified a file, the prompt about saving your changes now shows the file name as well.
- `Blend` node now supports Overwrite mode.
- `Simple Noise` node no longer has a loop.
- The `Polygon` node now calculates radius based on apothem.

38
com.unity.shadergraph/Editor/Data/Util/ShaderGenerator.cs


{
var name = preferredCoordinateSpace.ToVariableName(InterpolatorType.Position);
var preferredSpacePosition = ConvertBetweenSpace("v.vertex", CoordinateSpace.Object, preferredCoordinateSpace, InputType.Position);
vertexShader.AppendLine("float3 {0} = {1};", name, preferredSpacePosition);
vertexShader.AppendLine("float3 {0} = {1}.xyz;", name, preferredSpacePosition);
if (graphModelRequirements.requiresPosition > 0)
{
vertexOutputStruct.AppendLine("float3 {0} : TEXCOORD{1};", name, interpolatorIndex);

}
return "error";
}
private static string DimensionToSwizzle(Dimension d)
{
switch (d)
{
case Dimension.One:
return "x";
case Dimension.Two:
return "xy";
case Dimension.Three:
return "xyz";
case Dimension.Four:
return "xyzw";
}
return "error";
}
public static void GenerateSpaceTranslations(
NeededCoordinateSpace neededSpaces,

Dimension dimension)
{
if ((neededSpaces & NeededCoordinateSpace.Object) > 0 && from != CoordinateSpace.Object)
pixelShader.AppendLine("float{0} {1} = {2};", DimensionToString(dimension),
CoordinateSpace.Object.ToVariableName(type), ConvertBetweenSpace(from.ToVariableName(type), from, CoordinateSpace.Object, inputType, from));
pixelShader.AppendLine("float{0} {1} = {2}.{3};", DimensionToString(dimension),
CoordinateSpace.Object.ToVariableName(type), ConvertBetweenSpace(from.ToVariableName(type), from, CoordinateSpace.Object, inputType, from),
DimensionToSwizzle(dimension));
pixelShader.AppendLine("float{0} {1} = {2};", DimensionToString(dimension),
CoordinateSpace.World.ToVariableName(type), ConvertBetweenSpace(from.ToVariableName(type), from, CoordinateSpace.World, inputType, from));
pixelShader.AppendLine("float{0} {1} = {2}.{3};", DimensionToString(dimension),
CoordinateSpace.World.ToVariableName(type), ConvertBetweenSpace(from.ToVariableName(type), from, CoordinateSpace.World, inputType, from),
DimensionToSwizzle(dimension));
pixelShader.AppendLine("float{0} {1} = {2};", DimensionToString(dimension),
pixelShader.AppendLine("float{0} {1} = {2}.{3};", DimensionToString(dimension),
ConvertBetweenSpace(from.ToVariableName(type), from, CoordinateSpace.View, inputType, from));
ConvertBetweenSpace(from.ToVariableName(type), from, CoordinateSpace.View, inputType, from),
DimensionToSwizzle(dimension));
pixelShader.AppendLine("float{0} {1} = {2};", DimensionToString(dimension),
pixelShader.AppendLine("float{0} {1} = {2}.{3};", DimensionToString(dimension),
ConvertBetweenSpace(from.ToVariableName(type), from, CoordinateSpace.Tangent, inputType, from));
ConvertBetweenSpace(from.ToVariableName(type), from, CoordinateSpace.Tangent, inputType, from),
DimensionToSwizzle(dimension));
}
public static string GetPreviewSubShader(AbstractMaterialNode node, ShaderGraphRequirements shaderGraphRequirements)

3
com.unity.shadergraph/Editor/Drawing/MaterialGraphEditWindow.cs


{
if (graphObject != null)
{
if (graphObject.isDirty && EditorUtility.DisplayDialog("Shader Graph Has Been Modified", "Do you want to save the changes you made in the shader graph?\n\nYour changes will be lost if you don't save them.", "Save", "Don't Save"))
string nameOfFile = AssetDatabase.GUIDToAssetPath(selectedGuid);
if (graphObject.isDirty && EditorUtility.DisplayDialog("Shader Graph Has Been Modified", "Do you want to save the changes you made in the shader graph?\n" + nameOfFile + "\n\nYour changes will be lost if you don't save them.", "Save", "Don't Save"))
UpdateAsset();
Undo.ClearUndo(graphObject);
DestroyImmediate(graphObject);

2
com.unity.shadergraph/package.json


{
"name": "com.unity.shadergraph",
"description": "Shader Graph",
"version": "3.3.0-preview",
"version": "3.4.0-preview",
"unity": "2018.3",
"displayName": "Shader Graph",
"dependencies": {

2
com.unity.testframework.graphics/CHANGELOG.md


The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
## [3.4.0]
## [3.3.0]
## [3.2.0]

2
com.unity.testframework.graphics/package.json


{
"name": "com.unity.testframework.graphics",
"displayName":"Graphics Tests Framework",
"version": "3.3.0-preview",
"version": "3.4.0-preview",
"unity": "2018.3",
"description": "Provides test framework helpers for writing tests for graphics code, such as image comparison assertions and automatic management of reference images.",
"keywords": ["qa", "test", "testing", "tests", "graphics"],

4
com.unity.testing.srp.core/package.json


{
"name": "com.unity.testing.srp.core",
"displayName":"Core Graphics Tests",
"version": "3.3.0-preview",
"version": "3.4.0-preview",
"com.unity.render-pipelines.core" : "3.3.0-preview"
"com.unity.render-pipelines.core" : "3.4.0-preview"
}
}

26
com.unity.testing.srp.lightweight/Tests/Scenes/028_PostProcessing_Custom/Scripts/InvertOpaque.cs


[Serializable]
[PostProcess(typeof(InvertOpaqueRenderer), PostProcessEvent.BeforeTransparent, "Custom/LWtest/Invert Opaque")]
public sealed class InvertOpaque : PostProcessEffectSettings {
public BoolParameter enable = new BoolParameter();
}
public sealed class InvertOpaque : PostProcessEffectSettings
{}
public sealed class InvertOpaqueRenderer : PostProcessEffectRenderer<InvertOpaque> {
public sealed class InvertOpaqueRenderer : PostProcessEffectRenderer<InvertOpaque>
{
internal static readonly int opaqueTemp = Shader.PropertyToID("_MainTex");
context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
bool srcEqualsDest = context.destination == context.source;
if(srcEqualsDest)
context.GetScreenSpaceTemporaryRT(context.command, opaqueTemp);
context.command.BlitFullscreenTriangle(context.source, srcEqualsDest ? opaqueTemp : context.destination, sheet, 0);
if (srcEqualsDest)
{
context.command.BlitFullscreenTriangle(opaqueTemp, context.destination);
context.command.ReleaseTemporaryRT(opaqueTemp);
}
}
}

6
com.unity.testing.srp.lightweight/package.json


{
"name": "com.unity.testing.srp.lightweight",
"displayName":"Lightweight Graphics Tests",
"version": "3.3.0-preview",
"version": "3.4.0-preview",
"com.unity.render-pipelines.lightweight" : "3.3.0-preview",
"com.unity.testframework.graphics" : "3.3.0-preview"
"com.unity.render-pipelines.lightweight" : "3.4.0-preview",
"com.unity.testframework.graphics" : "3.4.0-preview"
}
}

447
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7
TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1213_Lit_Anisotropy.unity.meta


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文件差异内容过多而无法显示
查看文件

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23
com.unity.render-pipelines.core/CoreRP/Editor/SettingsDisableScope.cs


using System;
using UnityEngine;
namespace UnityEditor.Experimental.Rendering
{
public class SettingsDisableScope : IDisposable
{
bool enable;
public SettingsDisableScope(bool enable)
{
this.enable = enable;
if (!enable)
GUI.enabled = false;
}
public void Dispose()
{
if (!enable)
GUI.enabled = true;
}
}
}

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com.unity.render-pipelines.core/CoreRP/Editor/SettingsDisableScope.cs.meta


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7
com.unity.render-pipelines.lightweight/LWRP/IAfterDepthPrePass.cs


namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public interface IAfterDepthPrePass
{
ScriptableRenderPass GetPassToEnqueue(RenderTextureDescriptor baseDescriptor, RenderTargetHandle depthAttachmentHandle);
}
}

11
com.unity.render-pipelines.lightweight/LWRP/IAfterDepthPrePass.cs.meta


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10
com.unity.render-pipelines.lightweight/LWRP/IAfterOpaquePass.cs


namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public interface IAfterOpaquePass
{
ScriptableRenderPass GetPassToEnqueue(
RenderTextureDescriptor baseDescriptor,
RenderTargetHandle colorAttachmentHandle,
RenderTargetHandle depthAttachmentHandle);
}
}

11
com.unity.render-pipelines.lightweight/LWRP/IAfterOpaquePass.cs.meta


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8
com.unity.render-pipelines.lightweight/LWRP/IAfterOpaquePostProcess.cs


namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public interface IAfterOpaquePostProcess
{
ScriptableRenderPass GetPassToEnqueue(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle,
RenderTargetHandle depthHandle);
}
}

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com.unity.render-pipelines.lightweight/LWRP/IAfterOpaquePostProcess.cs.meta


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7
com.unity.render-pipelines.lightweight/LWRP/IAfterRender.cs


namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public interface IAfterRender
{
ScriptableRenderPass GetPassToEnqueue();
}
}

11
com.unity.render-pipelines.lightweight/LWRP/IAfterRender.cs.meta


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7
com.unity.render-pipelines.lightweight/LWRP/IAfterSkyboxPass.cs


namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public interface IAfterSkyboxPass
{
ScriptableRenderPass GetPassToEnqueue(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle, RenderTargetHandle depthHandle);
}
}

11
com.unity.render-pipelines.lightweight/LWRP/IAfterSkyboxPass.cs.meta


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7
com.unity.render-pipelines.lightweight/LWRP/IAfterTransparentPass.cs


namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public interface IAfterTransparentPass
{
ScriptableRenderPass GetPassToEnqueue(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle, RenderTargetHandle depthHandle);
}
}

11
com.unity.render-pipelines.lightweight/LWRP/IAfterTransparentPass.cs.meta


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16
com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/LightweightPassMetaUnlit.hlsl


#ifndef LIGHTWEIGHT_PASS_META_SIMPLE_INCLUDED
#define LIGHTWEIGHT_PASS_META_SIMPLE_INCLUDED
#include "LightweightPassMetaCommon.hlsl"
half4 LightweightFragmentMetaUnlit(MetaVertexOuput i) : SV_Target
{
float2 uv = i.uv;
MetaInput o = (MetaInput)0;
o.Albedo = _Color.rgb * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv).rgb;
return MetaFragment(o);
}
#endif // LIGHTWEIGHT_PASS_META_SIMPLE_INCLUDED

9
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com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/OSXEditor/Metal/053_UnlitShader.png

之前 之后
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88
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88
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文件差异内容过多而无法显示
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### Purpose of this PR
Why is this PR needed, what hard problem is it solving/fixing?
---
### Release Notes
Please add any useful notes about the feature/fix that might be helpful for others.
---
### Testing status
**Katana Tests**: First off we need to make sure the Katana SRP tests are green?
**Manual Tests**: What did you do?
**Automated Tests**: What did you setup?
Any test projects to go with this to help reviewers?
---
### Overall Product Risks
**Technical Risk**: None, Low, Medium, High?
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---
### Comments to reviewers
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328
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