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using UnityEngine.Serialization; |
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#if UNITY_EDITOR
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using UnityEditor; |
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#endif
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[HideInInspector] |
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public float version = 1.0f; |
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const int currentVersion = 2; |
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[SerializeField] |
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[FormerlySerializedAs("version")] |
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int m_Version = 1; |
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// Default Material / Shader
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public Material defaultDiffuseMaterial; |
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public Shader shadowClearShader; |
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public ComputeShader shadowBlurMoments; |
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public Shader debugShadowMapShader; |
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#if UNITY_EDITOR
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public void UpgradeIfNeeded() |
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{ |
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if (m_Version != currentVersion) |
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{ |
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Init(); |
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m_Version = currentVersion; |
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} |
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} |
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// Note: move this to a static using once we can target C#6+
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T Load<T>(string path) where T : UnityEngine.Object |
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{ |
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return AssetDatabase.LoadAssetAtPath<T>(path); |
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} |
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public void Init() |
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{ |
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// Load default renderPipelineResources / Material / Shader
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string HDRenderPipelinePath = HDUtils.GetHDRenderPipelinePath(); |
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string CorePath = HDUtils.GetCorePath(); |
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defaultDiffuseMaterial = Load<Material>(HDRenderPipelinePath + "RenderPipelineResources/DefaultHDMaterial.mat"); |
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defaultMirrorMaterial = Load<Material>(HDRenderPipelinePath + "RenderPipelineResources/DefaultHDMirrorMaterial.mat"); |
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defaultDecalMaterial = Load<Material>(HDRenderPipelinePath + "RenderPipelineResources/DefaultHDDecalMaterial.mat"); |
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defaultShader = Load<Shader>(HDRenderPipelinePath + "Material/Lit/Lit.shader"); |
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debugFontTexture = Load<Texture2D>(HDRenderPipelinePath + "RenderPipelineResources/DebugFont.tga"); |
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debugDisplayLatlongShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugDisplayLatlong.Shader"); |
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debugViewMaterialGBufferShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugViewMaterialGBuffer.Shader"); |
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debugViewTilesShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugViewTiles.Shader"); |
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debugFullScreenShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugFullScreen.Shader"); |
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debugColorPickerShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugColorPicker.Shader"); |
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deferredShader = Load<Shader>(HDRenderPipelinePath + "Lighting/Deferred.Shader"); |
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colorPyramidCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/ColorPyramid.compute"); |
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depthPyramidCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/DepthPyramid.compute"); |
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copyChannelCS = Load<ComputeShader>(CorePath + "CoreResources/GPUCopy.compute"); |
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texturePaddingCS = Load<ComputeShader>(CorePath + "CoreResources/TexturePadding.compute"); |
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applyDistortionCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/ApplyDistorsion.compute"); |
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clearDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/cleardispatchindirect.compute"); |
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buildDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/builddispatchindirect.compute"); |
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buildScreenAABBShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/scrbound.compute"); |
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buildPerTileLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/lightlistbuild.compute"); |
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buildPerBigTileLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/lightlistbuild-bigtile.compute"); |
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buildPerVoxelLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/lightlistbuild-clustered.compute"); |
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buildMaterialFlagsShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/materialflags.compute"); |
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deferredComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/Deferred.compute"); |
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screenSpaceShadowComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/ScreenSpaceShadow.compute"); |
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volumeVoxelizationCS = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/Volumetrics/VolumeVoxelization.compute"); |
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volumetricLightingCS = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/Volumetrics/VolumetricLighting.compute"); |
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subsurfaceScatteringCS = Load<ComputeShader>(HDRenderPipelinePath + "Material/SubsurfaceScattering/SubsurfaceScattering.compute"); |
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subsurfaceScattering = Load<Shader>(HDRenderPipelinePath + "Material/SubsurfaceScattering/SubsurfaceScattering.shader"); |
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combineLighting = Load<Shader>(HDRenderPipelinePath + "Material/SubsurfaceScattering/CombineLighting.shader"); |
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// General
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cameraMotionVectors = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/CameraMotionVectors.shader"); |
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copyStencilBuffer = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/CopyStencilBuffer.shader"); |
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copyDepthBuffer = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/CopyDepthBuffer.shader"); |
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blit = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/Blit.shader"); |
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// Sky
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blitCubemap = Load<Shader>(HDRenderPipelinePath + "Sky/BlitCubemap.shader"); |
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buildProbabilityTables = Load<ComputeShader>(HDRenderPipelinePath + "Material/GGXConvolution/BuildProbabilityTables.compute"); |
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computeGgxIblSampleData = Load<ComputeShader>(HDRenderPipelinePath + "Material/GGXConvolution/ComputeGgxIblSampleData.compute"); |
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GGXConvolve = Load<Shader>(HDRenderPipelinePath + "Material/GGXConvolution/GGXConvolve.shader"); |
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opaqueAtmosphericScattering = Load<Shader>(HDRenderPipelinePath + "Lighting/AtmosphericScattering/OpaqueAtmosphericScattering.shader"); |
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hdriSky = Load<Shader>(HDRenderPipelinePath + "Sky/HDRISky/HDRISky.shader"); |
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integrateHdriSky = Load<Shader>(HDRenderPipelinePath + "Sky/HDRISky/IntegrateHDRISky.shader"); |
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proceduralSky = Load<Shader>(HDRenderPipelinePath + "Sky/ProceduralSky/ProceduralSky.shader"); |
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gradientSky = Load<Shader>(HDRenderPipelinePath + "Sky/GradientSky/GradientSky.shader"); |
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// Skybox/Cubemap is a builtin shader, must use Sahder.Find to access it. It is fine because we are in the editor
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skyboxCubemap = Shader.Find("Skybox/Cubemap"); |
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// Material
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preIntegratedFGD_GGXDisneyDiffuse = Load<Shader>(HDRenderPipelinePath + "Material/PreIntegratedFGD/PreIntegratedFGD_GGXDisneyDiffuse.shader"); |
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preIntegratedFGD_CharlieClothLambert = Load<Shader>(HDRenderPipelinePath + "Material/PreIntegratedFGD/PreIntegratedFGD_CharlieClothLambert.shader"); |
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// Utilities / Core
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encodeBC6HCS = Load<ComputeShader>(CorePath + "CoreResources/EncodeBC6H.compute"); |
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cubeToPanoShader = Load<Shader>(CorePath + "CoreResources/CubeToPano.shader"); |
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blitCubeTextureFace = Load<Shader>(CorePath + "CoreResources/BlitCubeTextureFace.shader"); |
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// Shadow
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shadowClearShader = Load<Shader>(CorePath + "Shadow/ShadowClear.shader"); |
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shadowBlurMoments = Load<ComputeShader>(CorePath + "Shadow/ShadowBlurMoments.compute"); |
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debugShadowMapShader = Load<Shader>(CorePath + "Shadow/DebugDisplayShadowMap.shader"); |
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} |
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#endif
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} |
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} |