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HDRenderPipeline: Move ShaderConfig.cs.hlsl to ShaderVariables.hlsl

/RenderPassXR_Sandbox
sebastienlagarde 8 年前
当前提交
2016f575
共有 13 个文件被更改,包括 3 次插入13 次删除
  1. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewMaterialGBuffer.shader
  2. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewTiles.shader
  3. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/AmbientOcclusion/ScreenSpaceAmbientOcclusion.shader
  4. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Deferred.shader
  5. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  6. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  7. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  8. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  9. 3
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader
  10. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CopyStencilBuffer.shader
  11. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader
  12. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/CameraMotionVectors.shader
  13. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewMaterialGBuffer.shader


// CAUTION: In case deferred lighting need to support various lighting model statically, we will require to do multicompile with different define like UNITY_MATERIAL_LIT
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
#include "../ShaderConfig.cs.hlsl"
#include "../ShaderVariables.hlsl"
#define DEBUG_DISPLAY
#include "../Debug/DebugDisplay.hlsl"

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewTiles.shader


// deferred material must replace the old one here. If in the future we want to support multiple layout (cause a lot of consistency problem),
// the deferred shader will require to use multicompile.
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
#include "../ShaderConfig.cs.hlsl"
#include "../ShaderVariables.hlsl"
#include "../Lighting/Lighting.hlsl" // This include Material.hlsl

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/AmbientOcclusion/ScreenSpaceAmbientOcclusion.shader


HLSLINCLUDE
#include "../../../ShaderLibrary/Common.hlsl"
#include "../../ShaderConfig.cs.hlsl"
#include "../../ShaderVariables.hlsl"
#define UNITY_MATERIAL_LIT // Needs to be defined before including Material.hlsl

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Deferred.shader


// deferred material must replace the old one here. If in the future we want to support multiple layout (cause a lot of consistency problem),
// the deferred shader will require to use multicompile.
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
#include "../ShaderConfig.cs.hlsl"
#include "../ShaderVariables.hlsl"
#include "../Lighting/Lighting.hlsl" // This include Material.hlsl

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


#include "../../../ShaderLibrary/common.hlsl"
#include "../../../ShaderLibrary/Wind.hlsl"
#include "../../ShaderConfig.cs.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


#include "../../../ShaderLibrary/common.hlsl"
#include "../../../ShaderLibrary/Wind.hlsl"
#include "../../../ShaderLibrary/tessellation.hlsl"
#include "../../ShaderConfig.cs.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


#include "../../../ShaderLibrary/common.hlsl"
#include "../../../ShaderLibrary/Wind.hlsl"
#include "../../ShaderConfig.cs.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


#include "../../../ShaderLibrary/common.hlsl"
#include "../../../ShaderLibrary/Wind.hlsl"
#include "../../../ShaderLibrary/tessellation.hlsl"
#include "../../ShaderConfig.cs.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"

3
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader


//-------------------------------------------------------------------------------------
#include "../../../../ShaderLibrary/Common.hlsl"
#include "../../../ShaderConfig.cs.hlsl"
#include "../../../ShaderVariables.hlsl"
#define UNITY_MATERIAL_LIT // Needs to be defined before including Material.hlsl
#include "../../../Material/Material.hlsl"

return float4(bsdfData.diffuseColor * sampleIrradiance, 1);
#endif
}
#if SSS_DEBUG_LOD
return float4(0.5, 0.5, 0, 1);
#endif

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CopyStencilBuffer.shader


#pragma fragment Frag
#include "../../../../ShaderLibrary/Common.hlsl"
#include "../../../ShaderConfig.cs.hlsl"
#include "../../../ShaderVariables.hlsl"
#include "../../../Lighting/LightDefinition.cs.hlsl"

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader


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

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/CameraMotionVectors.shader


#include "../../ShaderLibrary/Common.hlsl"
#include "../ShaderVariables.hlsl"
#include "../ShaderConfig.cs.hlsl"
#include "../ShaderPass/FragInputs.hlsl"
#include "../ShaderPass/VaryingMesh.hlsl"
#include "../ShaderPass/VertMesh.hlsl"

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl


#ifndef UNITY_SHADER_VARIABLES_INCLUDED
#define UNITY_SHADER_VARIABLES_INCLUDED
#include "ShaderConfig.cs.hlsl"
// CAUTION:
// Currently the shaders compiler always include regualr Unity shaderVariables, so I get a conflict here were UNITY_SHADER_VARIABLES_INCLUDED is already define, this need to be fixed.
// As I haven't change the variables name yet, I simply don't define anything, and I put the transform function at the end of the file outside the guard header.

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