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Merge branch 'master' into scriptablerenderloop-materialgraph
Merge branch 'master' into scriptablerenderloop-materialgraph
# Conflicts: # Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Editor/LitUI.cs/scriptablerenderloop-materialgraph
Paul Demeulenaere
8 年前
当前提交
2b2b5808
共有 45 个文件被更改,包括 2365 次插入 和 679 次删除
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2Assets/ScriptableRenderLoop/HDRenderLoop/Editor/HDRenderLoopInspector.cs
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266Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
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6Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/Resources/Deferred.shader
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26Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePass.cs
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12Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePassLoop.hlsl
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1Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute
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1Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/lightlistbuild-clustered.compute
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1Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/lightlistbuild.compute
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1Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/scrbound.compute
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4Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/ShaderBase.hlsl
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228Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.cs
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8Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/LayeredLit.shader
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27Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Editor/LitUI.cs
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397Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl
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16Assets/ScriptableRenderLoop/HDRenderLoop/Sky/Resources/SkyHDRI.shader
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2Assets/ScriptableRenderLoop/ShaderLibrary/API/D3D11.hlsl
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96Assets/ScriptableRenderLoop/ShaderLibrary/AreaLighting.hlsl
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18Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl
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17Assets/ScriptableRenderLoop/ShaderLibrary/CommonLighting.hlsl
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208Assets/TestScenes/HDTest/GlobalIlluminationTest.unity
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259Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Gray.mat
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12Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Layered/Layered.mat
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2Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Layered/Layered.mat.meta
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3ProjectSettings/ProjectSettings.asset
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5Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.hlsl
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9Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.hlsl.meta
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50Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePassLoop.hlsl
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9Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePassLoop.hlsl.meta
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185Assets/ScriptableRenderLoop/HDRenderLoop/Sky/SkyRenderer.cs
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12Assets/ScriptableRenderLoop/HDRenderLoop/Sky/SkyRenderer.cs.meta
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120Assets/ScriptableRenderLoop/HDRenderLoop/Utilities.cs
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12Assets/ScriptableRenderLoop/HDRenderLoop/Utilities.cs.meta
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162Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_D_a00_s00.mat
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8Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_D_a00_s00.mat.meta
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162Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_D_a00_s02.mat
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8Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_D_a00_s02.mat.meta
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162Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_D_a00_s04.mat
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8Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_D_a00_s04.mat.meta
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162Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_D_a00_s06.mat
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8Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_D_a00_s06.mat.meta
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162Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_D_a00_s08.mat
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8Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_D_a00_s08.mat.meta
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162Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_D_a00_s10.mat
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8Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_D_a00_s10.mat.meta
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9Assets/ScriptableRenderLoop/HDRenderLoop/Shaders.meta
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fileFormatVersion: 2 |
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guid: 6e7fa39a7d1b15c4184c9f51d86eba22 |
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timeCreated: 1479298680 |
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timeCreated: 1479379836 |
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licenseType: Pro |
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NativeFormatImporter: |
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userData: '{"GUIDArray":["01fa3be727161d249a81ad7065c15459","3acf8f156d29e494e8cd196462d1a17c","62b3c923bc540b94a803550e9927936a","c569253e641dc934db7c3595b31890da"]}' |
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// uses the optimized single layered light list for opaques only |
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#ifdef USE_FPTL_LIGHTLIST |
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#define OPAQUES_ONLY |
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#endif |
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fileFormatVersion: 2 |
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guid: bb7311b8d11d7ef42971ee6bed87ecb4 |
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timeCreated: 1479752859 |
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licenseType: Pro |
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ShaderImporter: |
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defaultTextures: [] |
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userData: |
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assetBundleName: |
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//----------------------------------------------------------------------------- |
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// LightLoop |
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// ---------------------------------------------------------------------------- |
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// bakeDiffuseLighting is part of the prototype so a user is able to implement a "base pass" with GI and multipass direct light (aka old unity rendering path) |
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void LightLoop(float3 V, float3 positionWS, PreLightData prelightData, BSDFData bsdfData, float3 bakeDiffuseLighting, |
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out float3 diffuseLighting, |
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out float3 specularLighting) |
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{ |
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LightLoopContext context; |
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ZERO_INITIALIZE(LightLoopContext, context); |
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diffuseLighting = float3(0.0, 0.0, 0.0); |
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specularLighting = float3(0.0, 0.0, 0.0); |
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int i = 0; // Declare once to avoid the D3D11 compiler warning. |
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for (i = 0; i < _DirectionalLightCount; ++i) |
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{ |
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float3 localDiffuseLighting, localSpecularLighting; |
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EvaluateBSDF_Directional(context, V, positionWS, prelightData, _DirectionalLightList[i], bsdfData, |
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localDiffuseLighting, localSpecularLighting); |
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diffuseLighting += localDiffuseLighting; |
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specularLighting += localSpecularLighting; |
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} |
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for (i = 0; i < _PunctualLightCount; ++i) |
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{ |
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float3 localDiffuseLighting, localSpecularLighting; |
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EvaluateBSDF_Punctual(context, V, positionWS, prelightData, _PunctualLightList[i], bsdfData, |
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localDiffuseLighting, localSpecularLighting); |
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diffuseLighting += localDiffuseLighting; |
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specularLighting += localSpecularLighting; |
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} |
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for (i = 0; i < _AreaLightCount; ++i) |
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{ |
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float3 localDiffuseLighting, localSpecularLighting; |
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EvaluateBSDF_Area(context, V, positionWS, prelightData, _AreaLightList[i], bsdfData, |
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localDiffuseLighting, localSpecularLighting); |
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diffuseLighting += localDiffuseLighting; |
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specularLighting += localSpecularLighting; |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 382359a4ad457f94a9906526773642c0 |
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timeCreated: 1479752859 |
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licenseType: Pro |
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ShaderImporter: |
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defaultTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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using UnityEngine.Rendering; |
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using UnityEngine.Experimental.Rendering; |
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using System.Collections.Generic; |
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using System; |
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namespace UnityEngine.Experimental.ScriptableRenderLoop |
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{ |
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[Serializable] |
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public class SkyParameters |
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{ |
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public Cubemap skyHDRI; |
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public float rotation = 0.0f; |
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public float exposure = 0.0f; |
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public float multiplier = 1.0f; |
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} |
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public class SkyRenderer |
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{ |
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const int kSkyCubemapSize = 256; |
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RenderTexture m_SkyboxCubemapRT = null; |
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Material m_StandardSkyboxMaterial = null; // This is the Unity standard skybox material. Used to pass the correct cubemap to Enlighten.
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Material m_SkyHDRIMaterial = null; // Renders a cubemap into a render texture (can be cube or 2D)
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GameObject[] m_CubemapFaceCamera = new GameObject[6]; |
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Mesh BuildSkyMesh(Camera camera, bool forceUVBottom) |
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{ |
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Vector4 vertData0 = new Vector4(-1.0f, -1.0f, 1.0f, 1.0f); |
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Vector4 vertData1 = new Vector4(1.0f, -1.0f, 1.0f, 1.0f); |
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Vector4 vertData2 = new Vector4(1.0f, 1.0f, 1.0f, 1.0f); |
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Vector4 vertData3 = new Vector4(-1.0f, 1.0f, 1.0f, 1.0f); |
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Vector3[] vertData = new Vector3[4]; |
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vertData[0] = new Vector3(vertData0.x, vertData0.y, vertData0.z); |
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vertData[1] = new Vector3(vertData1.x, vertData1.y, vertData1.z); |
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vertData[2] = new Vector3(vertData2.x, vertData2.y, vertData2.z); |
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vertData[3] = new Vector3(vertData3.x, vertData3.y, vertData3.z); |
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// Get view vector vased on the frustrum, i.e (invert transform frustrum get position etc...)
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Vector3[] eyeVectorData = new Vector3[4]; |
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Matrix4x4 transformMatrix = camera.cameraToWorldMatrix * camera.projectionMatrix.inverse; |
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Vector4 posWorldSpace0 = transformMatrix * vertData0; |
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Vector4 posWorldSpace1 = transformMatrix * vertData1; |
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Vector4 posWorldSpace2 = transformMatrix * vertData2; |
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Vector4 posWorldSpace3 = transformMatrix * vertData3; |
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Vector3 temp = camera.GetComponent<Transform>().position; |
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Vector4 cameraPosition = new Vector4(temp.x, temp.y, temp.z, 0.0f); |
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Vector4 direction0 = (posWorldSpace0 / posWorldSpace0.w - cameraPosition); |
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Vector4 direction1 = (posWorldSpace1 / posWorldSpace1.w - cameraPosition); |
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Vector4 direction2 = (posWorldSpace2 / posWorldSpace2.w - cameraPosition); |
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Vector4 direction3 = (posWorldSpace3 / posWorldSpace3.w - cameraPosition); |
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if (SystemInfo.graphicsUVStartsAtTop && !forceUVBottom) |
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{ |
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eyeVectorData[3] = new Vector3(direction0.x, direction0.y, direction0.z).normalized; |
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eyeVectorData[2] = new Vector3(direction1.x, direction1.y, direction1.z).normalized; |
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eyeVectorData[1] = new Vector3(direction2.x, direction2.y, direction2.z).normalized; |
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eyeVectorData[0] = new Vector3(direction3.x, direction3.y, direction3.z).normalized; |
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} |
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else |
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{ |
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eyeVectorData[0] = new Vector3(direction0.x, direction0.y, direction0.z).normalized; |
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eyeVectorData[1] = new Vector3(direction1.x, direction1.y, direction1.z).normalized; |
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eyeVectorData[2] = new Vector3(direction2.x, direction2.y, direction2.z).normalized; |
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eyeVectorData[3] = new Vector3(direction3.x, direction3.y, direction3.z).normalized; |
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} |
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// Write out the mesh
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var triangles = new int[6] { 0, 1, 2, 2, 3, 0 }; |
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return new Mesh |
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{ |
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vertices = vertData, |
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normals = eyeVectorData, |
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triangles = triangles |
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}; |
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} |
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public void Rebuild() |
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{ |
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// TODO: We need to have an API to send our sky information to Enlighten. For now use a workaround through skybox/cubemap material...
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m_StandardSkyboxMaterial = Utilities.CreateEngineMaterial("Skybox/Cubemap"); |
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m_SkyHDRIMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderLoop/SkyHDRI"); |
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m_SkyboxCubemapRT = new RenderTexture(kSkyCubemapSize, kSkyCubemapSize, 1, RenderTextureFormat.ARGBHalf); |
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m_SkyboxCubemapRT.dimension = TextureDimension.Cube; |
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m_SkyboxCubemapRT.useMipMap = true; |
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m_SkyboxCubemapRT.autoGenerateMips = true; |
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m_SkyboxCubemapRT.Create(); |
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Matrix4x4 cubeProj = Matrix4x4.Perspective(90.0f, 1.0f, 0.1f, 1.0f); |
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Vector3[] lookAtList = { |
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new Vector3(1.0f, 0.0f, 0.0f), |
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new Vector3(-1.0f, 0.0f, 0.0f), |
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new Vector3(0.0f, 1.0f, 0.0f), |
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new Vector3(0.0f, -1.0f, 0.0f), |
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new Vector3(0.0f, 0.0f, 1.0f), |
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new Vector3(0.0f, 0.0f, -1.0f), |
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}; |
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Vector3[] UpVectorList = { |
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new Vector3(0.0f, 1.0f, 0.0f), |
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new Vector3(0.0f, 1.0f, 0.0f), |
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new Vector3(0.0f, 0.0f, -1.0f), |
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new Vector3(0.0f, 0.0f, 1.0f), |
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new Vector3(0.0f, 1.0f, 0.0f), |
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new Vector3(0.0f, 1.0f, 0.0f), |
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}; |
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for (int i = 0; i < 6; ++i) |
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{ |
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m_CubemapFaceCamera[i] = new GameObject(); |
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m_CubemapFaceCamera[i].hideFlags = HideFlags.HideAndDontSave; |
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Camera camera = m_CubemapFaceCamera[i].AddComponent<Camera>(); |
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camera.projectionMatrix = cubeProj; |
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Transform transform = camera.GetComponent<Transform>(); |
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transform.LookAt(lookAtList[i], UpVectorList[i]); |
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} |
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} |
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public void OnDisable() |
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{ |
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Utilities.Destroy(m_StandardSkyboxMaterial); |
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Utilities.Destroy(m_SkyHDRIMaterial); |
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Utilities.Destroy(m_SkyboxCubemapRT); |
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for(int i = 0 ; i < 6 ; ++i) |
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{ |
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Utilities.Destroy(m_CubemapFaceCamera[i]); |
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} |
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} |
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private void RenderSky(Camera camera, SkyParameters skyParameters, bool forceUVBottom, RenderLoop renderLoop) |
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{ |
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Mesh skyMesh = BuildSkyMesh(camera, forceUVBottom); |
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m_SkyHDRIMaterial.SetTexture("_Cubemap", skyParameters.skyHDRI); |
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m_SkyHDRIMaterial.SetVector("_SkyParam", new Vector4(skyParameters.exposure, skyParameters.multiplier, skyParameters.rotation, 0.0f)); |
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var cmd = new CommandBuffer { name = "Skybox" }; |
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cmd.DrawMesh(skyMesh, Matrix4x4.identity, m_SkyHDRIMaterial); |
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renderLoop.ExecuteCommandBuffer(cmd); |
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cmd.Dispose(); |
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} |
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public void RenderSky(Camera camera, SkyParameters skyParameters, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, RenderLoop renderLoop) |
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{ |
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// Render sky into a cubemap - doesn't happen every frame, can be control
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for (int i = 0; i < 6; ++i) |
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{ |
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Utilities.SetRenderTarget(renderLoop, m_SkyboxCubemapRT, "", 0, (CubemapFace)i); |
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Camera faceCamera = m_CubemapFaceCamera[i].GetComponent<Camera>(); |
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RenderSky(faceCamera, skyParameters, true, renderLoop); |
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} |
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m_StandardSkyboxMaterial.SetTexture("_Tex", m_SkyboxCubemapRT); |
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RenderSettings.skybox = m_StandardSkyboxMaterial; // Setup this material as the default to be use in RenderSettings
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RenderSettings.ambientIntensity = 1.0f; // fix this to 1, this parameter should not exist!
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RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Skybox; // Force skybox for our HDRI
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RenderSettings.reflectionIntensity = 1.0f; |
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DynamicGI.UpdateEnvironment(); |
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// TODO: do a render to texture here
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// Downsample the cubemap and provide it to Enlighten
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// TODO: currently workaround is to set the cubemap in a Skybox/cubemap material
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//m_SkyboxMaterial.SetTexture(cubemap);
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// Render the sky itself
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Utilities.SetRenderTarget(renderLoop, colorBuffer, depthBuffer, "Sky Pass"); |
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RenderSky(camera, skyParameters, false, renderLoop); |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: cf8a015aab8d3b643aa3ef3816f85447 |
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timeCreated: 1479314393 |
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licenseType: Pro |
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MonoImporter: |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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using System; |
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using UnityEngine.Rendering; |
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using UnityEngine.Experimental.Rendering; |
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using UnityObject = UnityEngine.Object; |
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namespace UnityEngine.Experimental.ScriptableRenderLoop |
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{ |
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[Flags] |
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public enum ClearFlag |
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{ |
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ClearNone = 0, |
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ClearColor = 1, |
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ClearDepth = 2 |
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} |
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public class Utilities |
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{ |
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public const RendererConfiguration kRendererConfigurationBakedLighting = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectReflectionProbes | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbeProxyVolume; |
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// Render Target Management.
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public const ClearFlag kClearAll = ClearFlag.ClearDepth | ClearFlag.ClearColor; |
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public static void SetRenderTarget(RenderLoop renderLoop, RenderTargetIdentifier buffer, string name = "", int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown) |
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{ |
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var cmd = new CommandBuffer(); |
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cmd.name = name; |
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cmd.SetRenderTarget(buffer, miplevel, cubemapFace); |
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renderLoop.ExecuteCommandBuffer(cmd); |
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cmd.Dispose(); |
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} |
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public static void SetRenderTarget(RenderLoop renderLoop, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, string name = "", int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown) |
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{ |
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SetRenderTarget(renderLoop, colorBuffer, depthBuffer, ClearFlag.ClearNone, new Color(0.0f, 0.0f, 0.0f, 0.0f), name, miplevel, cubemapFace); |
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} |
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public static void SetRenderTarget(RenderLoop renderLoop, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, string name = "", int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown) |
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{ |
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SetRenderTarget(renderLoop, colorBuffer, depthBuffer, clearFlag, new Color(0.0f, 0.0f, 0.0f, 0.0f), name, miplevel, cubemapFace); |
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} |
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public static void SetRenderTarget(RenderLoop renderLoop, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, Color clearColor, string name = "", int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown) |
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{ |
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var cmd = new CommandBuffer(); |
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cmd.name = name; |
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cmd.SetRenderTarget(colorBuffer, depthBuffer, miplevel, cubemapFace); |
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if (clearFlag != ClearFlag.ClearNone) |
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cmd.ClearRenderTarget((clearFlag & ClearFlag.ClearDepth) != 0, (clearFlag & ClearFlag.ClearColor) != 0, clearColor); |
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renderLoop.ExecuteCommandBuffer(cmd); |
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cmd.Dispose(); |
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} |
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public static void SetRenderTarget(RenderLoop renderLoop, RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthBuffer, string name = "") |
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{ |
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SetRenderTarget(renderLoop, colorBuffers, depthBuffer, ClearFlag.ClearNone, Color.black, name); |
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} |
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public static void SetRenderTarget(RenderLoop renderLoop, RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag = ClearFlag.ClearNone, string name = "") |
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{ |
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SetRenderTarget(renderLoop, colorBuffers, depthBuffer, clearFlag, Color.black, name); |
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} |
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public static void SetRenderTarget(RenderLoop renderLoop, RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, Color clearColor, string name = "") |
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{ |
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var cmd = new CommandBuffer(); |
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cmd.name = name; |
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cmd.SetRenderTarget(colorBuffers, depthBuffer); |
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if (clearFlag != ClearFlag.ClearNone) |
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cmd.ClearRenderTarget((clearFlag & ClearFlag.ClearDepth) != 0, (clearFlag & ClearFlag.ClearColor) != 0, clearColor); |
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renderLoop.ExecuteCommandBuffer(cmd); |
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cmd.Dispose(); |
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} |
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// Miscellanous
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public static Material CreateEngineMaterial(string shaderPath) |
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{ |
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var mat = new Material(Shader.Find(shaderPath)) |
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{ |
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hideFlags = HideFlags.HideAndDontSave |
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}; |
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return mat; |
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} |
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public static void Destroy(UnityObject obj) |
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{ |
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if (obj != null) |
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{ |
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#if UNITY_EDITOR
|
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if (Application.isPlaying) |
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UnityObject.Destroy(obj); |
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else |
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UnityObject.DestroyImmediate(obj); |
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#else
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UnityObject.Destroy(obj); |
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#endif
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} |
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} |
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public static Matrix4x4 GetViewProjectionMatrix(Camera camera) |
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{ |
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// The actual projection matrix used in shaders is actually massaged a bit to work across all platforms
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// (different Z value ranges etc.)
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var gpuProj = GL.GetGPUProjectionMatrix(camera.projectionMatrix, false); |
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var gpuVP = gpuProj * camera.worldToCameraMatrix; |
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return gpuVP; |
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} |
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public static Vector4 ComputeScreenSize(Camera camera) |
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{ |
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return new Vector4(camera.pixelWidth, camera.pixelHeight, 1.0f / camera.pixelWidth, 1.0f / camera.pixelHeight); |
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m_Offset: {x: 0, y: 0} |
|||
- _NormalMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _OcclusionMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _ParallaxMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _SmoothnessMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _SpecularOcclusionMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _SubSurfaceRadiusMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- _TangentMap: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
m_Floats: |
|||
- _AlphaCutoff: 0.5 |
|||
- _AlphaCutoffEnable: 0 |
|||
- _Anisotropy: 0 |
|||
- _BlendMode: 0 |
|||
- _BumpScale: 1 |
|||
- _CullMode: 2 |
|||
- _Cutoff: 0.5 |
|||
- _DetailAOScale: 1 |
|||
- _DetailAlbedoScale: 1 |
|||
- _DetailHeightScale: 1 |
|||
- _DetailMapMode: 0 |
|||
- _DetailNormalMapScale: 1 |
|||
- _DetailNormalScale: 1 |
|||
- _DetailSmoothnessScale: 1 |
|||
- _DistortionDepthTest: 0 |
|||
- _DistortionOnly: 0 |
|||
- _DoubleSided: 1 |
|||
- _DoubleSidedLigthing: 1 |
|||
- _DoubleSidedMode: 0 |
|||
- _DstBlend: 0 |
|||
- _EmissiveColorMode: 1 |
|||
- _EmissiveIntensity: 0 |
|||
- _GlossMapScale: 1 |
|||
- _Glossiness: 0.5 |
|||
- _GlossyReflections: 1 |
|||
- _HeightBias: 0 |
|||
- _HeightMapMode: 0 |
|||
- _HeightScale: 1 |
|||
- _MaterialID: 0 |
|||
- _MaterialId: 0 |
|||
- _Metalic: 0 |
|||
- _Metallic: 0 |
|||
- _Mettalic: 0 |
|||
- _Mode: 0 |
|||
- _NormalMapSpace: 0 |
|||
- _OcclusionStrength: 1 |
|||
- _Parallax: 0.02 |
|||
- _Smoothness: 1 |
|||
- _SmoothnessTextureChannel: 0 |
|||
- _SpecularHighlights: 1 |
|||
- _SrcBlend: 1 |
|||
- _SubSurfaceRadius: 0 |
|||
- _SurfaceType: 0 |
|||
- _UVDetail: 0 |
|||
- _UVSec: 0 |
|||
- _ZWrite: 1 |
|||
m_Colors: |
|||
- _BaseColor: {r: 1, g: 1, b: 1, a: 1} |
|||
- _Color: {r: 0.5019608, g: 0.5019608, b: 0.5019608, a: 1} |
|||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} |
|||
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1} |
|
|||
fileFormatVersion: 2 |
|||
guid: bd24e956f1c1f6c4a8636a6f6abdc302 |
|||
timeCreated: 1479746595 |
|||
licenseType: Pro |
|||
NativeFormatImporter: |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: fafbb144d7f66074785b7727293d89c5 |
|||
folderAsset: yes |
|||
timeCreated: 1474297943 |
|||
licenseType: Pro |
|||
DefaultImporter: |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
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