Sebastien Lagarde 6 年前
当前提交
265dfd2e
共有 13 个文件被更改,包括 169 次插入4 次删除
  1. 16
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/BuildPlayer/HDRPVariantStripper.cs
  2. 26
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader
  3. 29
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
  4. 23
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader
  5. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitProperties.hlsl
  6. 29
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader
  7. 21
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.shader
  8. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/UnlitProperties.hlsl
  9. 5
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassDepthOnly.hlsl
  10. 8
      Tests/Scripts/GraphicTests/HDRenderPipeline.meta
  11. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation.meta

16
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/BuildPlayer/HDRPVariantStripper.cs


m_StripperFuncs.Add("HDRenderPipeline/LitTessellation", LitShaderStripper);
m_StripperFuncs.Add("HDRenderPipeline/LayeredLit", LitShaderStripper);
m_StripperFuncs.Add("HDRenderPipeline/LayeredLitTessellation", LitShaderStripper);
m_StripperFuncs.Add("HDRenderPipeline/Unlit", UnlitShaderStripper);
m_Transparent = new ShaderKeyword("_SURFACE_TYPE_TRANSPARENT");
m_DebugDisplay = new ShaderKeyword("DEBUG_DISPLAY");

//m_FeatureSSS = new ShaderKeyword("_MATERIAL_FEATURE_SUBSURFACE_SCATTERING");
}
bool UnlitShaderStripper(Shader shader, ShaderSnippetData snippet, ShaderCompilerData inputData)
{
bool isSceneSelectionPass = snippet.passName == "SceneSelectionPass";
if (isSceneSelectionPass)
return true;
return false;
}
bool isSceneSelectionPass = snippet.passName == "SceneSelectionPass";
if (isSceneSelectionPass)
return true;
bool isGBufferPass = snippet.passName == "GBuffer";
bool isForwardPass = snippet.passName == "Forward";
bool isTransparentForwardPass = snippet.passName == "TransparentDepthPostpass" || snippet.passName == "TransparentBackface" || snippet.passName == "TransparentDepthPrepass";

26
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader


// This tags allow to use the shader replacement features
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDLitShader" }
Pass
{
Name "SceneSelectionPass"
Tags{ "LightMode" = "SceneSelectionPass" }
Cull[_CullMode]
ZWrite On
ColorMask 0
HLSLPROGRAM
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SCENESELECTIONPASS // This will drive the output of the scene selection shader
#include "../../ShaderVariables.hlsl"
#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitDepthPass.hlsl"
#include "LayeredLitData.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL
}
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass.
Pass
{

#ifdef _ALPHATEST_ON
// When we have alpha test, we will force a depth prepass so we always bypass the clip instruction in the GBuffer
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#define SHADERPASS SHADERPASS_GBUFFER

29
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader


// This tags allow to use the shader replacement features
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDLitShader" }
Pass
{
Name "SceneSelectionPass"
Tags{ "LightMode" = "SceneSelectionPass" }
Cull[_CullMode]
ZWrite On
ColorMask 0
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SCENESELECTIONPASS // This will drive the output of the scene selection shader
#include "../../ShaderVariables.hlsl"
#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitDepthPass.hlsl"
#include "LayeredLitData.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL
}
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass.
Pass
{

#ifdef _ALPHATEST_ON
// When we have alpha test, we will force a depth prepass so we always bypass the clip instruction in the GBuffer
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#define SHADERPASS SHADERPASS_GBUFFER

23
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader


// This tags allow to use the shader replacement features
Tags{ "RenderPipeline"="HDRenderPipeline" "RenderType" = "HDLitShader" }
Pass
{
Name "SceneSelectionPass" // Name is not used
Tags { "LightMode" = "SceneSelectionPass" }
Cull Off
HLSLPROGRAM
// We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SCENESELECTIONPASS // This will drive the output of the scene selection shader
#include "../../ShaderVariables.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitDepthPass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL
}
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass.
Pass
{

#ifdef _ALPHATEST_ON
// When we have alpha test, we will force a depth prepass so we always bypass the clip instruction in the GBuffer
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#define SHADERPASS SHADERPASS_GBUFFER

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitProperties.hlsl


float _TessellationTilingScale;
#endif
// Following two variables are feeded by the C++ Editor for Scene selection
int _ObjectId;
int _PassValue;
CBUFFER_END

29
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader


// This tags allow to use the shader replacement features
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDLitShader" }
Pass
{
Name "SceneSelectionPass"
Tags{ "LightMode" = "SceneSelectionPass" }
Cull[_CullMode]
ZWrite On
ColorMask 0
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SCENESELECTIONPASS // This will drive the output of the scene selection shader
#include "../../ShaderVariables.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitDepthPass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL
}
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass.
Pass
{

#ifdef _ALPHATEST_ON
// When we have alpha test, we will force a depth prepass so we always bypass the clip instruction in the GBuffer
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#define SHADERPASS SHADERPASS_GBUFFER

21
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.shader


Pass
{
Name "SceneSelectionPass"
Tags{ "LightMode" = "SceneSelectionPass" }
Cull[_CullMode]
ZWrite On
HLSLPROGRAM
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SCENESELECTIONPASS // This will drive the output of the scene selection shader
#include "../../Material/Material.hlsl"
#include "ShaderPass/UnlitDepthPass.hlsl"
#include "UnlitData.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL
}
Pass
{
Name "Depth prepass"
Tags{ "LightMode" = "DepthForwardOnly" }

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/UnlitProperties.hlsl


// TODO: Fix the code in legacy unity so we can customize the behavior for GI
float3 _EmissionColor;
// Following two variables are feeded by the C++ Editor for Scene selection
int _ObjectId;
int _PassValue;
CBUFFER_END

5
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassDepthOnly.hlsl


#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
// We use depth prepass for scene selection in the editor, this code allow to output the outline correctly
#ifdef SCENESELECTIONPASS
outColor = float4(_ObjectId, _PassValue, 1, 1);
#endif
}

8
Tests/Scripts/GraphicTests/HDRenderPipeline.meta


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8
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation.meta


fileFormatVersion: 2
guid: af488966b4110c44a909ab5665e4334e
folderAsset: yes
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