sebastienlagarde
7 年前
当前提交
174630e7
共有 252 个文件被更改,包括 2840 次插入 和 3324 次删除
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999ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2001_Dynamic_Directional.unity.png
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999ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters.unity.png
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998ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2101_GI_Metapass.unity.png
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24README.md
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94SampleScenes/HDTest/SkyFogTest.unity
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104SampleScenes/HDTest/Volume Profiles/SkyFog Test Settings.asset
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2ScriptableRenderPipeline/Core/CoreRP/MousePositionDebug.cs
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10ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLCore.hlsl
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10ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLES3.hlsl
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2ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/PSSL.hlsl
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2ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Color.hlsl
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46ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
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9ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/CommonLighting.hlsl
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14ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Debug.hlsl
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2ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/GeometricTools.hlsl
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14ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/ImageBasedLighting.hlsl
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52ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Packing.hlsl
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11ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/ShadowAlgorithms.hlsl
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245ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/ShadowSampling.hlsl
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13ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/UnityInstancing.hlsl
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30ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/VolumeRendering.hlsl
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2ScriptableRenderPipeline/Core/package.json
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66ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDAdditionalCameraData.cs
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15ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
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9ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugColorPicker.shader
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9ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.hlsl
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader
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1ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/MaterialDebug.cs
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/MaterialDebug.cs.hlsl
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24ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalProjectorComponent.cs
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24ScriptableRenderPipeline/HDRenderPipeline/HDRP/Decal/DecalSystem.cs
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11ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDCameraEditor.Handlers.cs
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDCameraEditor.cs
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1ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDAssetFactory.cs
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineMenuItems.cs
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDLightEditor.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.cs
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8ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/LayeredLit/LayeredLitUI.cs
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15ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/BaseLitUI.cs
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20ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Unlit/BaseUnlitUI.cs
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/RenderPipelineSettingsUI.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedRenderPipelineSettings.cs
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Sky/AtmosphericScattering/ExponentialFogEditor.cs
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Sky/AtmosphericScattering/LinearFogEditor.cs
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98ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
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32ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.cs
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43ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderQueue.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs
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7ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightEvaluation.hlsl
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14ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoopDef.hlsl
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19ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/HomogeneousFog.cs
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42ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/Resources/VolumetricLighting.compute
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380ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.cs
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5ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.hlsl
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8ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.shader
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalData.hlsl
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalProperties.hlsl
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11ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalUtilities.hlsl
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/ShaderPass/DecalSharePass.hlsl
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5ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader
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36ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitData.hlsl
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5ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.cs.hlsl
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371ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
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5ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitData.hlsl
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12ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitDataIndividualLayer.hlsl
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528ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitProperties.hlsl
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5ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader
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11ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.hlsl
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.shader
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
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1ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs
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1ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/RenderPipelineSettings.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/HDRenderPipelineResources.asset
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1ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/RenderPipelineResources.cs
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38ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassDBuffer.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForward.hlsl
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForwardUnlit.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassLightTransport.hlsl
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/VaryingMesh.hlsl
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/VertMesh.hlsl
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariables.hlsl
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26ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariablesFunctions.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/AtmosphericScattering/AtmosphericScattering.cs
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70ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/AtmosphericScattering/AtmosphericScattering.hlsl
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/AtmosphericScattering/ExponentialFog.cs
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5ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/AtmosphericScattering/LinearFog.cs
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9ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/OpaqueAtmosphericScattering.shader
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7ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/Resources/ProceduralSky.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyManager.cs
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4ScriptableRenderPipeline/HDRenderPipeline/package.json
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110ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineAsset.cs
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13ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightConstantBuffer.cs
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124ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
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11ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Input.hlsl
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4ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/InputSurface.hlsl
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118ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Lighting.hlsl
999
ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2001_Dynamic_Directional.unity.png
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999
ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters.unity.png
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998
ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2101_GI_Metapass.unity.png
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{ |
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"name": "com.unity.render-pipelines.core", |
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"description": "Core library for Unity render pipelines.", |
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"version": "0.1.24", |
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"version": "0.1.25", |
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"unity": "2018.1", |
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"dependencies": { |
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"com.unity.postprocessing": "0.1.7" |
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// =========================================================================== |
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// WARNING: |
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// On PS4, texture/sampler declarations need to be outside of CBuffers |
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// Otherwise those parameters are not bound correctly at runtime. |
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// =========================================================================== |
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|
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TEXTURE2D(_DistortionVectorMap); |
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SAMPLER(sampler_DistortionVectorMap); |
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|
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TEXTURE2D(_EmissiveColorMap); |
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SAMPLER(sampler_EmissiveColorMap); |
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|
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#ifndef LAYERED_LIT_SHADER |
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TEXTURE2D(_DiffuseLightingMap); |
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SAMPLER(sampler_DiffuseLightingMap); |
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|
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TEXTURE2D(_BaseColorMap); |
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SAMPLER(sampler_BaseColorMap); |
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|
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TEXTURE2D(_MaskMap); |
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SAMPLER(sampler_MaskMap); |
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TEXTURE2D(_BentNormalMap); // Reuse sampler from normal map |
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SAMPLER(sampler_BentNormalMap); |
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|
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TEXTURE2D(_NormalMap); |
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SAMPLER(sampler_NormalMap); |
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TEXTURE2D(_NormalMapOS); |
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SAMPLER(sampler_NormalMapOS); |
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TEXTURE2D(_DetailMap); |
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SAMPLER(sampler_DetailMap); |
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TEXTURE2D(_HeightMap); |
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SAMPLER(sampler_HeightMap); |
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|
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TEXTURE2D(_TangentMap); |
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SAMPLER(sampler_TangentMap); |
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TEXTURE2D(_TangentMapOS); |
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SAMPLER(sampler_TangentMapOS); |
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|
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TEXTURE2D(_AnisotropyMap); |
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SAMPLER(sampler_AnisotropyMap); |
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|
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TEXTURE2D(_SubsurfaceMaskMap); |
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SAMPLER(sampler_SubsurfaceMaskMap); |
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TEXTURE2D(_ThicknessMap); |
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SAMPLER(sampler_ThicknessMap); |
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|
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TEXTURE2D(_SpecularColorMap); |
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SAMPLER(sampler_SpecularColorMap); |
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|
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TEXTURE2D(_TransmittanceColorMap); |
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SAMPLER(sampler_TransmittanceColorMap); |
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|
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#else |
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|
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// Set of users variables |
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#define PROP_DECL(type, name) type name##0, name##1, name##2, name##3 |
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// sampler are share by texture type inside a layered material but we need to support that a particualr layer have no texture, so we take the first sampler of available texture as the share one |
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// mean we must declare all sampler |
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#define PROP_DECL_TEX2D(name)\ |
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TEXTURE2D(MERGE_NAME(name, 0)); \ |
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SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 0)); \ |
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TEXTURE2D(MERGE_NAME(name, 1)); \ |
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SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 1)); \ |
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TEXTURE2D(MERGE_NAME(name, 2)); \ |
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SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 2)); \ |
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TEXTURE2D(MERGE_NAME(name, 3)); \ |
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SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 3)) |
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|
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PROP_DECL_TEX2D(_BaseColorMap); |
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PROP_DECL_TEX2D(_MaskMap); |
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PROP_DECL_TEX2D(_BentNormalMap); |
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PROP_DECL_TEX2D(_NormalMap); |
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PROP_DECL_TEX2D(_NormalMapOS); |
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PROP_DECL_TEX2D(_DetailMap); |
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PROP_DECL_TEX2D(_HeightMap); |
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|
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PROP_DECL_TEX2D(_SubsurfaceMaskMap); |
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PROP_DECL_TEX2D(_ThicknessMap); |
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|
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TEXTURE2D(_LayerMaskMap); |
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SAMPLER(sampler_LayerMaskMap); |
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TEXTURE2D(_LayerInfluenceMaskMap); |
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SAMPLER(sampler_LayerInfluenceMaskMap); |
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#endif |
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CBUFFER_START(UnityPerMaterial) |
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// shared constant between lit and layered lit |
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float _AlphaCutoff; |
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float _AlphaCutoffPrepass; |
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float _AlphaCutoffPostpass; |
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float4 _DoubleSidedConstants; |
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float _DistortionScale; |
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float _DistortionVectorScale; |
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float _DistortionVectorBias; |
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float _DistortionBlurScale; |
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float _DistortionBlurRemapMin; |
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float _DistortionBlurRemapMax; |
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|
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float _PPDMaxSamples; |
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float _PPDMinSamples; |
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float _PPDLodThreshold; |
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|
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float3 _EmissiveColor; |
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float _EmissiveIntensity; |
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float _AlbedoAffectEmissive; |
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|
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float _EnableSpecularOcclusion; |
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|
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// Transparency |
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float3 _TransmittanceColor; |
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float _IOR; |
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float _ATDistance; |
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float _ThicknessMultiplier; |
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|
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// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" |
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// value that exist to identify if the GI emission need to be enabled. |
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// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. |
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// TODO: Fix the code in legacy unity so we can customize the beahvior for GI |
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float3 _EmissionColor; |
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float4 _EmissiveColorMap_ST; |
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float _TexWorldScaleEmissive; |
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float4 _UVMappingMaskEmissive; |
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|
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float4 _InvPrimScale; // Only XY are used |
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|
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// Wind |
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float _InitialBend; |
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float _Stiffness; |
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float _Drag; |
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float _ShiverDrag; |
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float _ShiverDirectionality; |
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|
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#ifndef LAYERED_LIT_SHADER |
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|
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// Set of users variables |
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float4 _BaseColor; |
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float4 _BaseColorMap_ST; |
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float4 _BaseColorMap_TexelSize; |
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float4 _BaseColorMap_MipInfo; |
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|
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float _Metallic; |
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float _Smoothness; |
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float _SmoothnessRemapMin; |
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float _SmoothnessRemapMax; |
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float _AORemapMin; |
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float _AORemapMax; |
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|
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float _NormalScale; |
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|
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float4 _DetailMap_ST; |
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float _DetailAlbedoScale; |
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float _DetailNormalScale; |
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float _DetailSmoothnessScale; |
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|
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float4 _HeightMap_TexelSize; // Unity facility. This will provide the size of the heightmap to the shader |
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|
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float _HeightAmplitude; |
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float _HeightCenter; |
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float _Anisotropy; |
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|
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int _DiffusionProfile; |
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float _SubsurfaceMask; |
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float _Thickness; |
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float4 _ThicknessRemap; |
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|
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float _CoatMask; |
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|
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// =========================================================================== |
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// WARNING: |
|||
// On PS4, texture/sampler declarations need to be outside of CBuffers |
|||
// Otherwise those parameters are not bound correctly at runtime. |
|||
// =========================================================================== |
|||
|
|||
TEXTURE2D(_DistortionVectorMap); |
|||
SAMPLER(sampler_DistortionVectorMap); |
|||
|
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TEXTURE2D(_EmissiveColorMap); |
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SAMPLER(sampler_EmissiveColorMap); |
|||
|
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#ifndef LAYERED_LIT_SHADER |
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|
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TEXTURE2D(_DiffuseLightingMap); |
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SAMPLER(sampler_DiffuseLightingMap); |
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|
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TEXTURE2D(_BaseColorMap); |
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SAMPLER(sampler_BaseColorMap); |
|||
|
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TEXTURE2D(_MaskMap); |
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SAMPLER(sampler_MaskMap); |
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TEXTURE2D(_BentNormalMap); // Reuse sampler from normal map |
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SAMPLER(sampler_BentNormalMap); |
|||
|
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TEXTURE2D(_NormalMap); |
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SAMPLER(sampler_NormalMap); |
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TEXTURE2D(_NormalMapOS); |
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SAMPLER(sampler_NormalMapOS); |
|||
|
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TEXTURE2D(_DetailMap); |
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SAMPLER(sampler_DetailMap); |
|||
|
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TEXTURE2D(_HeightMap); |
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SAMPLER(sampler_HeightMap); |
|||
|
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TEXTURE2D(_TangentMap); |
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SAMPLER(sampler_TangentMap); |
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TEXTURE2D(_TangentMapOS); |
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SAMPLER(sampler_TangentMapOS); |
|||
|
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TEXTURE2D(_AnisotropyMap); |
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SAMPLER(sampler_AnisotropyMap); |
|||
|
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TEXTURE2D(_SubsurfaceMaskMap); |
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SAMPLER(sampler_SubsurfaceMaskMap); |
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TEXTURE2D(_ThicknessMap); |
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SAMPLER(sampler_ThicknessMap); |
|||
|
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TEXTURE2D(_SpecularColorMap); |
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SAMPLER(sampler_SpecularColorMap); |
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|
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TEXTURE2D(_TransmittanceColorMap); |
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SAMPLER(sampler_TransmittanceColorMap); |
|||
|
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#else |
|||
|
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// Set of users variables |
|||
#define PROP_DECL(type, name) type name##0, name##1, name##2, name##3 |
|||
// sampler are share by texture type inside a layered material but we need to support that a particualr layer have no texture, so we take the first sampler of available texture as the share one |
|||
// mean we must declare all sampler |
|||
#define PROP_DECL_TEX2D(name)\ |
|||
TEXTURE2D(MERGE_NAME(name, 0)); \ |
|||
SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 0)); \ |
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TEXTURE2D(MERGE_NAME(name, 1)); \ |
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SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 1)); \ |
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TEXTURE2D(MERGE_NAME(name, 2)); \ |
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SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 2)); \ |
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TEXTURE2D(MERGE_NAME(name, 3)); \ |
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SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 3)) |
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|
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|
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PROP_DECL_TEX2D(_BaseColorMap); |
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PROP_DECL_TEX2D(_MaskMap); |
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PROP_DECL_TEX2D(_BentNormalMap); |
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PROP_DECL_TEX2D(_NormalMap); |
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PROP_DECL_TEX2D(_NormalMapOS); |
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PROP_DECL_TEX2D(_DetailMap); |
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PROP_DECL_TEX2D(_HeightMap); |
|||
|
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PROP_DECL_TEX2D(_SubsurfaceMaskMap); |
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PROP_DECL_TEX2D(_ThicknessMap); |
|||
|
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TEXTURE2D(_LayerMaskMap); |
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SAMPLER(sampler_LayerMaskMap); |
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TEXTURE2D(_LayerInfluenceMaskMap); |
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SAMPLER(sampler_LayerInfluenceMaskMap); |
|||
|
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#endif |
|||
|
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CBUFFER_START(UnityPerMaterial) |
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|
|||
// shared constant between lit and layered lit |
|||
float _AlphaCutoff; |
|||
float _AlphaCutoffPrepass; |
|||
float _AlphaCutoffPostpass; |
|||
float4 _DoubleSidedConstants; |
|||
float _DistortionScale; |
|||
float _DistortionVectorScale; |
|||
float _DistortionVectorBias; |
|||
float _DistortionBlurScale; |
|||
float _DistortionBlurRemapMin; |
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float _DistortionBlurRemapMax; |
|||
|
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float _PPDMaxSamples; |
|||
float _PPDMinSamples; |
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float _PPDLodThreshold; |
|||
|
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float3 _EmissiveColor; |
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float _EmissiveIntensity; |
|||
float _AlbedoAffectEmissive; |
|||
|
|||
float _EnableSpecularOcclusion; |
|||
|
|||
// Transparency |
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float3 _TransmittanceColor; |
|||
float _IOR; |
|||
float _ATDistance; |
|||
float _ThicknessMultiplier; |
|||
|
|||
// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" |
|||
// value that exist to identify if the GI emission need to be enabled. |
|||
// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. |
|||
// TODO: Fix the code in legacy unity so we can customize the beahvior for GI |
|||
float3 _EmissionColor; |
|||
float4 _EmissiveColorMap_ST; |
|||
float _TexWorldScaleEmissive; |
|||
float4 _UVMappingMaskEmissive; |
|||
|
|||
float4 _InvPrimScale; // Only XY are used |
|||
|
|||
// Wind |
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float _InitialBend; |
|||
float _Stiffness; |
|||
float _Drag; |
|||
float _ShiverDrag; |
|||
float _ShiverDirectionality; |
|||
|
|||
#ifndef LAYERED_LIT_SHADER |
|||
|
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// Set of users variables |
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float4 _BaseColor; |
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float4 _BaseColorMap_ST; |
|||
float4 _BaseColorMap_TexelSize; |
|||
float4 _BaseColorMap_MipInfo; |
|||
|
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float _Metallic; |
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float _Smoothness; |
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float _SmoothnessRemapMin; |
|||
float _SmoothnessRemapMax; |
|||
float _AORemapMin; |
|||
float _AORemapMax; |
|||
|
|||
float _NormalScale; |
|||
|
|||
float4 _DetailMap_ST; |
|||
float _DetailAlbedoScale; |
|||
float _DetailNormalScale; |
|||
float _DetailSmoothnessScale; |
|||
|
|||
float4 _HeightMap_TexelSize; // Unity facility. This will provide the size of the heightmap to the shader |
|||
|
|||
float _HeightAmplitude; |
|||
float _HeightCenter; |
|||
|
|||
float _Anisotropy; |
|||
|
|||
int _DiffusionProfile; |
|||
float _SubsurfaceMask; |
|||
float _Thickness; |
|||
float4 _ThicknessRemap; |
|||
|
|||
float _CoatMask; |
|||
|
|||
float _EnergyConservingSpecularColor; |
|||
|
|||
float _TexWorldScale; |
|||
float _InvTilingScale; |
|||
float4 _UVMappingMask; |
|||
float4 _UVDetailsMappingMask; |
|||
float _LinkDetailsWithBase; |
|||
|
|||
#else // LAYERED_LIT_SHADER |
|||
|
|||
// Set of users variables |
|||
PROP_DECL(float4, _BaseColor); |
|||
float4 _BaseColorMap0_ST; |
|||
float4 _BaseColorMap1_ST; |
|||
float4 _BaseColorMap2_ST; |
|||
float4 _BaseColorMap3_ST; |
|||
|
|||
float4 _BaseColorMap0_TexelSize; |
|||
float4 _BaseColorMap0_MipInfo; |
|||
|
|||
PROP_DECL(float, _Metallic); |
|||
PROP_DECL(float, _Smoothness); |
|||
PROP_DECL(float, _SmoothnessRemapMin); |
|||
PROP_DECL(float, _SmoothnessRemapMax); |
|||
PROP_DECL(float, _AORemapMin); |
|||
PROP_DECL(float, _AORemapMax); |
|||
|
|||
PROP_DECL(float, _NormalScale); |
|||
float4 _NormalMap0_TexelSize; // Unity facility. This will provide the size of the base normal to the shader |
|||
|
|||
float4 _HeightMap0_TexelSize; |
|||
float4 _HeightMap1_TexelSize; |
|||
float4 _HeightMap2_TexelSize; |
|||
float4 _HeightMap3_TexelSize; |
|||
|
|||
float4 _DetailMap0_ST; |
|||
float4 _DetailMap1_ST; |
|||
float4 _DetailMap2_ST; |
|||
float4 _DetailMap3_ST; |
|||
PROP_DECL(float, _UVDetail); |
|||
PROP_DECL(float, _DetailAlbedoScale); |
|||
PROP_DECL(float, _DetailNormalScale); |
|||
PROP_DECL(float, _DetailSmoothnessScale); |
|||
|
|||
PROP_DECL(float, _HeightAmplitude); |
|||
PROP_DECL(float, _HeightCenter); |
|||
|
|||
PROP_DECL(int, _DiffusionProfile); |
|||
PROP_DECL(float, _SubsurfaceMask); |
|||
PROP_DECL(float, _Thickness); |
|||
PROP_DECL(float4, _ThicknessRemap); |
|||
|
|||
PROP_DECL(float, _OpacityAsDensity); |
|||
float _InheritBaseNormal1; |
|||
float _InheritBaseNormal2; |
|||
float _InheritBaseNormal3; |
|||
float _InheritBaseHeight1; |
|||
float _InheritBaseHeight2; |
|||
float _InheritBaseHeight3; |
|||
float _InheritBaseColor1; |
|||
float _InheritBaseColor2; |
|||
float _InheritBaseColor3; |
|||
PROP_DECL(float, _HeightOffset); |
|||
float _HeightTransition; |
|||
|
|||
float4 _LayerMaskMap_ST; |
|||
float _TexWorldScaleBlendMask; |
|||
PROP_DECL(float, _TexWorldScale); |
|||
PROP_DECL(float, _InvTilingScale); |
|||
float4 _UVMappingMaskBlendMask; |
|||
PROP_DECL(float4, _UVMappingMask); |
|||
PROP_DECL(float4, _UVDetailsMappingMask); |
|||
PROP_DECL(float, _LinkDetailsWithBase); |
|||
|
|||
#endif // LAYERED_LIT_SHADER |
|||
|
|||
// Tessellation specific |
|||
|
|||
#ifdef TESSELLATION_ON |
|||
float _TessellationFactor; |
|||
float _TessellationFactorMinDistance; |
|||
float _TessellationFactorMaxDistance; |
|||
float _TessellationFactorTriangleSize; |
|||
float _TessellationShapeFactor; |
|||
float _TessellationBackFaceCullEpsilon; |
|||
float _TessellationObjectScale; |
|||
float _TessellationTilingScale; |
|||
#endif |
|||
|
|||
CBUFFER_END |
|||
float _EnergyConservingSpecularColor; |
|||
|
|||
float _TexWorldScale; |
|||
float _InvTilingScale; |
|||
float4 _UVMappingMask; |
|||
float4 _UVDetailsMappingMask; |
|||
float _LinkDetailsWithBase; |
|||
|
|||
#else // LAYERED_LIT_SHADER |
|||
|
|||
// Set of users variables |
|||
PROP_DECL(float4, _BaseColor); |
|||
float4 _BaseColorMap0_ST; |
|||
float4 _BaseColorMap1_ST; |
|||
float4 _BaseColorMap2_ST; |
|||
float4 _BaseColorMap3_ST; |
|||
|
|||
float4 _BaseColorMap0_TexelSize; |
|||
float4 _BaseColorMap0_MipInfo; |
|||
|
|||
PROP_DECL(float, _Metallic); |
|||
PROP_DECL(float, _Smoothness); |
|||
PROP_DECL(float, _SmoothnessRemapMin); |
|||
PROP_DECL(float, _SmoothnessRemapMax); |
|||
PROP_DECL(float, _AORemapMin); |
|||
PROP_DECL(float, _AORemapMax); |
|||
|
|||
PROP_DECL(float, _NormalScale); |
|||
float4 _NormalMap0_TexelSize; // Unity facility. This will provide the size of the base normal to the shader |
|||
|
|||
float4 _HeightMap0_TexelSize; |
|||
float4 _HeightMap1_TexelSize; |
|||
float4 _HeightMap2_TexelSize; |
|||
float4 _HeightMap3_TexelSize; |
|||
|
|||
float4 _DetailMap0_ST; |
|||
float4 _DetailMap1_ST; |
|||
float4 _DetailMap2_ST; |
|||
float4 _DetailMap3_ST; |
|||
PROP_DECL(float, _UVDetail); |
|||
PROP_DECL(float, _DetailAlbedoScale); |
|||
PROP_DECL(float, _DetailNormalScale); |
|||
PROP_DECL(float, _DetailSmoothnessScale); |
|||
|
|||
PROP_DECL(float, _HeightAmplitude); |
|||
PROP_DECL(float, _HeightCenter); |
|||
|
|||
PROP_DECL(int, _DiffusionProfile); |
|||
PROP_DECL(float, _SubsurfaceMask); |
|||
PROP_DECL(float, _Thickness); |
|||
PROP_DECL(float4, _ThicknessRemap); |
|||
|
|||
PROP_DECL(float, _OpacityAsDensity); |
|||
float _InheritBaseNormal1; |
|||
float _InheritBaseNormal2; |
|||
float _InheritBaseNormal3; |
|||
float _InheritBaseHeight1; |
|||
float _InheritBaseHeight2; |
|||
float _InheritBaseHeight3; |
|||
float _InheritBaseColor1; |
|||
float _InheritBaseColor2; |
|||
float _InheritBaseColor3; |
|||
PROP_DECL(float, _HeightOffset); |
|||
float _HeightTransition; |
|||
|
|||
float4 _LayerMaskMap_ST; |
|||
float _TexWorldScaleBlendMask; |
|||
PROP_DECL(float, _TexWorldScale); |
|||
PROP_DECL(float, _InvTilingScale); |
|||
float4 _UVMappingMaskBlendMask; |
|||
PROP_DECL(float4, _UVMappingMask); |
|||
PROP_DECL(float4, _UVDetailsMappingMask); |
|||
PROP_DECL(float, _LinkDetailsWithBase); |
|||
|
|||
#endif // LAYERED_LIT_SHADER |
|||
|
|||
// Tessellation specific |
|||
|
|||
#ifdef TESSELLATION_ON |
|||
float _TessellationFactor; |
|||
float _TessellationFactorMinDistance; |
|||
float _TessellationFactorMaxDistance; |
|||
float _TessellationFactorTriangleSize; |
|||
float _TessellationShapeFactor; |
|||
float _TessellationBackFaceCullEpsilon; |
|||
float _TessellationObjectScale; |
|||
float _TessellationTilingScale; |
|||
#endif |
|||
|
|||
CBUFFER_END |
|
|||
{ |
|||
"name": "com.unity.render-pipelines.high-definition", |
|||
"description": "HD Render Pipeline for Unity.", |
|||
"version": "0.1.24", |
|||
"version": "0.1.25", |
|||
"com.unity.render-pipelines.core": "0.1.24" |
|||
"com.unity.render-pipelines.core": "0.1.25" |
|||
} |
|||
} |
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