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Merge remote-tracking branch 'refs/remotes/origin/master' into Replace-all-ToggleOff-by-ToggleUI--2018.1.b4-feature]

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Sebastien Lagarde 7 年前
当前提交
27c0d277
共有 9 个文件被更改,包括 61 次插入37 次删除
  1. 47
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/UnityInstancing.hlsl
  2. 6
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGUI/LightweightStandardSimpleLightingGUI.cs
  3. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Core.hlsl
  4. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Input.hlsl
  5. 10
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl
  6. 4
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassShadow.hlsl
  7. 9
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader
  8. 9
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
  9. 10
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightUnlit.shader

47
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/UnityInstancing.hlsl


#ifndef UNITY_INSTANCING_INCLUDED
#define UNITY_INSTANCING_INCLUDED
#ifndef UNITY_SHADER_VARIABLES_INCLUDED
// We will redefine some built-in shader params e.g. unity_ObjectToWorld and unity_WorldToObject.
#error "Please include ShaderVariables.hlsl first."
#endif
#if SHADER_TARGET >= 35 && (defined(SHADER_API_D3D11) || defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN) || defined(SHADER_API_METAL))
#define UNITY_SUPPORT_INSTANCING
#endif

unity_InstanceID = inputInstanceID + unity_BaseInstanceID;
#endif
}
void UnitySetupCompoundMatrices();
#define DEFAULT_UNITY_SETUP_INSTANCE_ID(input) { UnitySetupInstanceID(UNITY_GET_INSTANCE_ID(input)); UNITY_INSTANCING_PROCEDURAL_FUNC(); UnitySetupCompoundMatrices(); }
#define DEFAULT_UNITY_SETUP_INSTANCE_ID(input) { UnitySetupInstanceID(UNITY_GET_INSTANCE_ID(input)); UNITY_INSTANCING_PROCEDURAL_FUNC();}
#define DEFAULT_UNITY_SETUP_INSTANCE_ID(input) { UnitySetupInstanceID(UNITY_GET_INSTANCE_ID(input)); UnitySetupCompoundMatrices(); }
#define DEFAULT_UNITY_SETUP_INSTANCE_ID(input) { UnitySetupInstanceID(UNITY_GET_INSTANCE_ID(input));}
#endif
#define UNITY_TRANSFER_INSTANCE_ID(input, output) output.instanceID = UNITY_GET_INSTANCE_ID(input)
#else

#endif
#if defined(UNITY_INSTANCED_SH) && !defined(LIGHTMAP_ON)
#if UNITY_SHOULD_SAMPLE_SH
//In HDRenderpipe we only decide to look at probe data based on Lightmap flags.
#if !defined(DYNAMICLIGHTMAP_ON)
#if defined(UNITY_PASS_DEFERRED) && defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
#if defined(SHADOWS_SHADOWMASK)
#define UNITY_USE_PROBESOCCLUSION_ARRAY
#endif
#endif

#endif
UNITY_INSTANCING_BUFFER_END(unity_Builtins2)
#define unity_ObjectToWorld UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, unity_ObjectToWorldArray)
#undef UNITY_MATRIX_M
#define UNITY_MATRIX_M UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, unity_ObjectToWorldArray)
#define unity_WorldToObject UNITY_ACCESS_INSTANCED_PROP(MERGE_UNITY_BUILTINS_INDEX(UNITY_WORLDTOOBJECTARRAY_CB), unity_WorldToObjectArray)
#undef UNITY_MATRIX_I_M
#define UNITY_MATRIX_I_M UNITY_ACCESS_INSTANCED_PROP(MERGE_UNITY_BUILTINS_INDEX(UNITY_WORLDTOOBJECTARRAY_CB), unity_WorldToObjectArray)
return mul(UNITY_MATRIX_VP, mul(unity_ObjectToWorld, float4(pos, 1.0)));
return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4(pos, 1.0)));
}
inline float4 UnityObjectToClipPosInstanced(float4 pos)
{

#define UNITY_ACCESS_INSTANCED_PROP(arr, var) var
#endif // UNITY_INSTANCING_ENABLED
#if defined(UNITY_INSTANCING_ENABLED) || defined(UNITY_PROCEDURAL_INSTANCING_ENABLED) || defined(UNITY_STEREO_INSTANCING_ENABLED)
// The following matrix evaluations depend on the static var unity_InstanceID & unity_StereoEyeIndex. They need to be initialized after UnitySetupInstanceID.
static float4x4 unity_MatrixMVP_Instanced;
static float4x4 unity_MatrixMV_Instanced;
static float4x4 unity_MatrixTMV_Instanced;
static float4x4 unity_MatrixITMV_Instanced;
void UnitySetupCompoundMatrices()
{
unity_MatrixMVP_Instanced = mul(UNITY_MATRIX_VP, unity_ObjectToWorld);
unity_MatrixMV_Instanced = mul(UNITY_MATRIX_V, unity_ObjectToWorld);
unity_MatrixTMV_Instanced = transpose(unity_MatrixMV_Instanced);
unity_MatrixITMV_Instanced = transpose(mul(unity_WorldToObject, unity_MatrixInvV));
}
#undef UNITY_MATRIX_MVP
#undef UNITY_MATRIX_MV
#undef UNITY_MATRIX_T_MV
#undef UNITY_MATRIX_IT_MV
#define UNITY_MATRIX_MVP unity_MatrixMVP_Instanced
#define UNITY_MATRIX_MV unity_MatrixMV_Instanced
#define UNITY_MATRIX_T_MV unity_MatrixTMV_Instanced
#define UNITY_MATRIX_IT_MV unity_MatrixITMV_Instanced
#endif
#endif // UNITY_INSTANCING_INCLUDED

6
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/ShaderGUI/LightweightStandardSimpleLightingGUI.cs


public static string shininessLabel = "Shininess";
public static string normalMapLabel = "Normal map";
public static string emissionColorLabel = "Emission Color";
public static string advancedText = "Advanced Options";
}
public override void FindProperties(MaterialProperty[] properties)

m_MaterialEditor.TextureScaleOffsetProperty(albedoMapProp);
if (EditorGUI.EndChangeCheck())
emissionMapProp.textureScaleAndOffset = albedoMapProp.textureScaleAndOffset; // Apply the main texture scale and offset to the emission texture as well, for Enlighten's sake
GUILayout.Label(Styles.advancedText, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
m_MaterialEditor.EnableInstancingField();
EditorGUI.indentLevel--;
}
if (EditorGUI.EndChangeCheck())
{

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Core.hlsl


{
half sign = vertexTangent.w * GetOddNegativeScale();
normalWS = TransformObjectToWorldNormal(vertexNormal);
tangentWS = normalize(mul((half3x3)unity_ObjectToWorld, vertexTangent.xyz));
tangentWS = normalize(mul((half3x3)UNITY_MATRIX_M, vertexTangent.xyz));
binormalWS = cross(normalWS, tangentWS) * sign;
}

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Input.hlsl


#define UNITY_MATRIX_MVP mul(UNITY_MATRIX_VP, UNITY_MATRIX_M)
#include "InputBuiltin.hlsl"
#include "CoreRP/ShaderLibrary/UnityInstancing.hlsl"
#include "CoreFunctions.hlsl"
#endif

10
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl


float4 tangent : TANGENT;
float2 texcoord : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct LightweightVertexOutput

half4 fogFactorAndVertexLight : TEXCOORD7; // x: fogFactor, yzw: vertex light
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
///////////////////////////////////////////////////////////////////////////////

{
LightweightVertexOutput o = (LightweightVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.posWS = TransformObjectToWorld(v.vertex.xyz);

// Used for Standard shader
half4 LitPassFragment(LightweightVertexOutput IN) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
SurfaceData surfaceData;
InitializeStandardLitSurfaceData(IN.uv, surfaceData);

// Used for StandardSimpleLighting shader
half4 LitPassFragmentSimple(LightweightVertexOutput IN) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
float2 uv = IN.uv;
half4 diffuseAlpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);

4
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassShadow.hlsl


{
float4 position : POSITION;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_SETUP_INSTANCE_ID(v);
float3 positionWS = TransformObjectToWorld(v.position.xyz);
float3 normalWS = TransformObjectToWorldDir(v.normal);

9
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader


#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED LIGHTMAP_ON
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
// LW doesn't support dynamic GI. So we save 30% shader variants if we assume
// LIGHTMAP_ON when DIRLIGHTMAP_COMBINED is set
#ifdef DIRLIGHTMAP_COMBINED

// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma target 2.0
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment

9
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader


#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED LIGHTMAP_ON
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
// LW doesn't support dynamic GI. So we save 30% shader variants if we assume
// LIGHTMAP_ON when DIRLIGHTMAP_COMBINED is set
#ifdef DIRLIGHTMAP_COMBINED

// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma target 2.0
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment

10
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightUnlit.shader


#pragma multi_compile_fog
#pragma shader_feature _SAMPLE_GI
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON
#pragma multi_compile_instancing
// Lighting include is needed because of GI
#include "LWRP/ShaderLibrary/Lighting.hlsl"

float2 uv : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput

#endif
#endif
float4 vertex : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
VertexOutput vert(VertexInput v)

UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = TransformObjectToHClip(v.vertex.xyz);
o.uv0AndFogCoord.xy = TRANSFORM_TEX(v.uv, _MainTex);
o.uv0AndFogCoord.z = ComputeFogFactor(o.vertex.z);

half4 frag(VertexOutput IN) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
half2 uv = IN.uv0AndFogCoord.xy;
half4 texColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
half3 color = texColor.rgb * _Color.rgb;

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