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HDRenderPipeline: More update for moving shaders

/RenderPassXR_Sandbox
sebastienlagarde 8 年前
当前提交
27f03e37
共有 2 个文件被更改,包括 12 次插入13 次删除
  1. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  2. 21
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


void InitializeDebugMaterials()
{
m_DebugViewMaterialGBuffer = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DebugViewMaterialGBuffer");
m_DebugDisplayLatlong = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DebugDisplayLatlong");
m_DebugViewMaterialGBuffer = Utilities.CreateEngineMaterial(m_Asset.renderPipelineResources.debugViewMaterialGBufferShader);
m_DebugDisplayLatlong = Utilities.CreateEngineMaterial(m_Asset.renderPipelineResources.debugDisplayLatlongShader);
}
public void OnSceneLoad()

21
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


string[] tileKeywords = {"LIGHTLOOP_TILE_DIRECT", "LIGHTLOOP_TILE_INDIRECT", "LIGHTLOOP_TILE_ALL"};
m_DeferredDirectMaterialSRT = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Deferred");
m_DeferredDirectMaterialSRT = Utilities.CreateEngineMaterial(m_Resources.deferredShader);
Utilities.SelectKeyword(m_DeferredDirectMaterialSRT, tileKeywords, 0);
m_DeferredDirectMaterialSRT.EnableKeyword("LIGHTLOOP_TILE_PASS");
m_DeferredDirectMaterialSRT.DisableKeyword("OUTPUT_SPLIT_LIGHTING");

m_DeferredDirectMaterialSRT.SetInt("_DstBlend", (int)BlendMode.Zero);
m_DeferredDirectMaterialMRT = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Deferred");
m_DeferredDirectMaterialMRT = Utilities.CreateEngineMaterial(m_Resources.deferredShader);
Utilities.SelectKeyword(m_DeferredDirectMaterialMRT, tileKeywords, 0);
m_DeferredDirectMaterialMRT.EnableKeyword("LIGHTLOOP_TILE_PASS");
m_DeferredDirectMaterialMRT.EnableKeyword("OUTPUT_SPLIT_LIGHTING");

m_DeferredDirectMaterialMRT.SetInt("_DstBlend", (int)BlendMode.Zero);
m_DeferredIndirectMaterialSRT = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Deferred");
m_DeferredIndirectMaterialSRT = Utilities.CreateEngineMaterial(m_Resources.deferredShader);
Utilities.SelectKeyword(m_DeferredIndirectMaterialSRT, tileKeywords, 1);
m_DeferredIndirectMaterialSRT.EnableKeyword("LIGHTLOOP_TILE_PASS");
m_DeferredIndirectMaterialSRT.DisableKeyword("OUTPUT_SPLIT_LIGHTING");

m_DeferredIndirectMaterialSRT.SetInt("_DstBlend", (int)BlendMode.One); // Additive color & alpha source
m_DeferredIndirectMaterialMRT = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Deferred");
m_DeferredIndirectMaterialMRT = Utilities.CreateEngineMaterial(m_Resources.deferredShader);
Utilities.SelectKeyword(m_DeferredIndirectMaterialMRT, tileKeywords, 1);
m_DeferredIndirectMaterialMRT.EnableKeyword("LIGHTLOOP_TILE_PASS");
m_DeferredIndirectMaterialMRT.EnableKeyword("OUTPUT_SPLIT_LIGHTING");

m_DeferredIndirectMaterialMRT.SetInt("_DstBlend", (int)BlendMode.One); // Additive color & alpha source
m_DeferredAllMaterialSRT = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Deferred");
m_DeferredAllMaterialSRT = Utilities.CreateEngineMaterial(m_Resources.deferredShader);
Utilities.SelectKeyword(m_DeferredAllMaterialSRT, tileKeywords, 2);
m_DeferredAllMaterialSRT.EnableKeyword("LIGHTLOOP_TILE_PASS");
m_DeferredAllMaterialSRT.DisableKeyword("OUTPUT_SPLIT_LIGHTING");

m_DeferredAllMaterialSRT.SetInt("_DstBlend", (int)BlendMode.Zero);
m_DeferredAllMaterialMRT = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Deferred");
m_DeferredAllMaterialMRT = Utilities.CreateEngineMaterial(m_Resources.deferredShader);
Utilities.SelectKeyword(m_DeferredAllMaterialMRT, tileKeywords, 2);
m_DeferredAllMaterialMRT.EnableKeyword("LIGHTLOOP_TILE_PASS");
m_DeferredAllMaterialMRT.EnableKeyword("OUTPUT_SPLIT_LIGHTING");

m_DeferredAllMaterialMRT.SetInt("_DstBlend", (int)BlendMode.Zero);
m_DebugViewTilesMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DebugViewTiles");
m_SingleDeferredMaterialSRT = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Deferred");
m_SingleDeferredMaterialSRT = Utilities.CreateEngineMaterial(m_Resources.deferredShader);
m_SingleDeferredMaterialSRT.EnableKeyword("LIGHTLOOP_SINGLE_PASS");
m_SingleDeferredMaterialSRT.DisableKeyword("OUTPUT_SPLIT_LIGHTING");
m_SingleDeferredMaterialSRT.SetInt("_StencilRef", (int)StencilBits.SSS);

m_SingleDeferredMaterialMRT = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Deferred");
m_SingleDeferredMaterialMRT = Utilities.CreateEngineMaterial(m_Resources.deferredShader);
m_SingleDeferredMaterialMRT.EnableKeyword("LIGHTLOOP_SINGLE_PASS");
m_SingleDeferredMaterialMRT.EnableKeyword("OUTPUT_SPLIT_LIGHTING");
m_SingleDeferredMaterialMRT.SetInt("_StencilRef", (int)StencilBits.SSS);

m_DebugDisplayShadowMap = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DebugDisplayShadowMap");
m_DebugViewTilesMaterial = Utilities.CreateEngineMaterial(m_Resources.debugViewTilesShader);
m_DebugDisplayShadowMap = Utilities.CreateEngineMaterial(m_Resources.debugDisplayShadowMapShader);
m_DefaultTexture2DArray = new Texture2DArray(1, 1, 1, TextureFormat.ARGB32, false);
m_DefaultTexture2DArray.SetPixels32(new Color32[1] { new Color32(128, 128, 128, 128) }, 0);

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