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Compilation fix on PS4: removed static keyword and reverted Cluster size to 16 because there's not enough VGPR on PS4 to compile it otherwise (to investigate)

/Branch_Batching2
Julien Ignace 8 年前
当前提交
293776aa
共有 26 个文件被更改,包括 1257 次插入2147 次删除
  1. 10
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset
  2. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  3. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs.hlsl
  4. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl
  5. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassProducer.asset
  6. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl
  7. 173
      Assets/TestScenes/HDTest/CascadedShadowsTest.unity
  8. 123
      Assets/TestScenes/HDTest/GlobalIlluminationTest.unity
  9. 995
      Assets/TestScenes/HDTest/GlobalIlluminationTest/LightingData.asset
  10. 4
      Assets/TestScenes/HDTest/GlobalIlluminationTest/LightingData.asset.meta
  11. 988
      Assets/TestScenes/HDTest/GlobalIlluminationTest/Lightmap-0_comp_dir.png
  12. 7
      Assets/TestScenes/HDTest/GlobalIlluminationTest/Lightmap-0_comp_dir.png.meta
  13. 1001
      Assets/TestScenes/HDTest/GlobalIlluminationTest/Lightmap-0_comp_light.exr
  14. 7
      Assets/TestScenes/HDTest/GlobalIlluminationTest/Lightmap-0_comp_light.exr.meta
  15. 7
      Assets/TestScenes/HDTest/GlobalIlluminationTest/ReflectionProbe-0.exr.meta
  16. 4
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Lit_Emissive_Blue.mat
  17. 2
      Assets/TestScenes/HDTest/Material/StandardShaderMaterials/Gray.mat
  18. 2
      Assets/TestScenes/HDTest/Material/StandardShaderMaterials/Green.mat
  19. 2
      Assets/TestScenes/HDTest/Material/StandardShaderMaterials/Red.mat
  20. 4
      Assets/TestScenes/HDTest/Material/StandardShaderMaterials/Std_Blue_Emissive.mat
  21. 17
      ProjectSettings/EditorBuildSettings.asset
  22. 1
      ProjectSettings/GraphicsSettings.asset
  23. 15
      ProjectSettings/ProjectSettings.asset
  24. 20
      Assets/TestScenes/HDTest/GlobalIlluminationTest/GITest_CommonSettings.asset
  25. 9
      Assets/TestScenes/HDTest/GlobalIlluminationTest/GITest_CommonSettings.asset.meta

10
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset


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displayLightingDebug: 1
materialDebugSettings:
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lightingDebugSettings:

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overrideSmoothnessValue: 0.5
debugLightingAlbedo: {r: 0.5, g: 0.5, b: 0.5, a: 1}
displaySkyReflection: 0
skyReflectionMipmap: 0.51
renderingDebugSettings:
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displayTransparentObjects: 1

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directionalLightNearPlaneOffset: 10
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2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


public static int USE_LEFTHAND_CAMERASPACE = 1;
public static int TILE_SIZE_FPTL = 16;
public static int TILE_SIZE_CLUSTERED = 32;
public static int TILE_SIZE_CLUSTERED = 16;
// flags
public static int IS_CIRCULAR_SPOT_SHAPE = 1;

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs.hlsl


#define VIEWPORT_SCALE_Z (1)
#define USE_LEFTHAND_CAMERASPACE (1)
#define TILE_SIZE_FPTL (16)
#define TILE_SIZE_CLUSTERED (32)
#define TILE_SIZE_CLUSTERED (16)
#define IS_CIRCULAR_SPOT_SHAPE (1)
#define HAS_COOKIE_TEXTURE (2)
#define IS_BOX_PROJECTED (4)

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl


{
specularLighting = float3(0.0, 0.0, 0.0);
static const float3 s_CascadeColors[] = {
const float3 s_CascadeColors[] = {
float3(1.0, 0.0, 0.0),
float3(0.0, 1.0, 0.0),
float3(0.0, 0.0, 1.0),

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassProducer.asset


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1
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl


BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
return float4(Linear01Depth((_MainDepthTexture.Sample(sampler_MainDepthTexture, posInput.positionSS.xy).x), _ZBufferParams).xxx , 1.0);
// TODO: we must not access bsdfData here, it break the genericity of the code!
return float4(bsdfData.color + builtinData.emissiveColor, builtinData.opacity);
}

173
Assets/TestScenes/HDTest/CascadedShadowsTest.unity


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123
Assets/TestScenes/HDTest/GlobalIlluminationTest.unity


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Assets/TestScenes/HDTest/GlobalIlluminationTest/LightingData.asset
文件差异内容过多而无法显示
查看文件

4
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988
Assets/TestScenes/HDTest/GlobalIlluminationTest/Lightmap-0_comp_dir.png

之前 之后
宽度: 1024  |  高度: 1024  |  大小: 133 KiB

7
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Assets/TestScenes/HDTest/GlobalIlluminationTest/Lightmap-0_comp_light.exr
文件差异内容过多而无法显示
查看文件

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