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Merge pull request #108 from Unity-Technologies/metal
Merge pull request #108 from Unity-Technologies/metal
Initial macOS Metal support for HDRenderPipeline + some iOS fixes in FTPL/main
GitHub
8 年前
当前提交
2ba6f819
共有 28 个文件被更改,包括 288 次插入 和 43 次删除
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4Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader
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4Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader
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4Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/Resources/Deferred.shader
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3Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute
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4Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Builtin/BuiltinData.hlsl
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4Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
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4Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
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4Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.hlsl
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4Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.shader
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4Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Resources/PreIntegratedFGD.shader
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4Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.shader
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2Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/Resources/EyeAdaptation.shader
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2Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/Resources/FinalPass.shader
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2Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/Resources/LutGen.shader
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4Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
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4Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader
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4Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/Resources/GGXConvolve.shader
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2Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl
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2Assets/ScriptableRenderLoop/fptl/Internal-DeferredComputeShading.compute
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2Assets/ScriptableRenderLoop/fptl/Internal-DeferredReflections.shader
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2Assets/ScriptableRenderLoop/fptl/Internal-DeferredShading.shader
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2Assets/ScriptableRenderLoop/fptl/LightBoundsDebug.shader
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6Assets/ScriptableRenderLoop/fptl/StandardTest.shader
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1Assets/ScriptableRenderLoop/fptl/lightlistbuild-bigtile.compute
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2ProjectSettings/GraphicsSettings.asset
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158ProjectSettings/ProjectSettings.asset
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84Assets/ScriptableRenderLoop/ShaderLibrary/API/Metal.hlsl
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9Assets/ScriptableRenderLoop/ShaderLibrary/API/Metal.hlsl.meta
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// This file assumes SHADER_API_METAL is defined |
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// TODO: This is a straight copy from D3D11.hlsl. Go through all this stuff and adjust where needed. |
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#define UNITY_UV_STARTS_AT_TOP 1 |
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#define UNITY_REVERSED_Z 1 |
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#define UNITY_NEAR_CLIP_VALUE (1.0) |
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// This value will not go through any matrix projection convertion |
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#define UNITY_RAW_FAR_CLIP_VALUE (0.0) |
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#define FRONT_FACE_SEMATIC SV_IsFrontFace |
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#define FRONT_FACE_TYPE bool |
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#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK)) |
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#define CBUFFER_START(name) cbuffer name { |
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#define CBUFFER_END }; |
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// Initialize arbitrary structure with zero values. |
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// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0 |
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#define ZERO_INITIALIZE(type, name) name = (type)0; |
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// Texture util abstraction |
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#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) |
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// Texture abstraction |
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#define TEXTURE2D(textureName) Texture2D textureName |
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#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName |
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#define TEXTURECUBE(textureName) TextureCube textureName |
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#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName |
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#define TEXTURE3D(textureName) Texture3D textureName |
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#define SAMPLER2D(samplerName) SamplerState samplerName |
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#define SAMPLERCUBE(samplerName) SamplerState samplerName |
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#define SAMPLER3D(samplerName) SamplerState samplerName |
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#define SAMPLER2D_SHADOW(samplerName) SamplerComparisonState samplerName |
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#define SAMPLERCUBE_SHADOW(samplerName) SamplerComparisonState samplerName |
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#define TEXTURE2D_ARGS(textureName, samplerName) Texture2D textureName, SamplerState samplerName |
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#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) Texture2DArray textureName, SamplerState samplerName |
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#define TEXTURECUBE_ARGS(textureName, samplerName) TextureCube textureName, SamplerState samplerName |
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#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) TextureCubeArray textureName, SamplerState samplerName |
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#define TEXTURE3D_ARGS(textureName, samplerName) Texture3D textureName, SamplerState samplerName |
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#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) Texture2D textureName, SamplerComparisonState samplerName |
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#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) Texture2DArray textureName, SamplerComparisonState samplerName |
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#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) TextureCube textureName, SamplerComparisonState samplerName |
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#define TEXTURE2D_PARAM(textureName, samplerName) textureName, samplerName |
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#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) textureName, samplerName |
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#define TEXTURECUBE_PARAM(textureName, samplerName) textureName, samplerName |
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#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) textureName, samplerName |
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#define TEXTURE3D_PARAM(textureName, samplerName) textureName, samplerName |
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#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
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#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
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#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
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#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) |
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#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) |
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#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) |
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#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) |
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#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) |
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#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) |
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#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) |
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#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) |
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#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) |
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#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) |
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#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) |
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#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) |
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#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord3).xyz, (coord3).w) |
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#define TEXTURE2D_HALF TEXTURE2D |
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#define TEXTURE2D_FLOAT TEXTURE2D |
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#define SAMPLER2D_HALF SAMPLER2D |
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#define SAMPLER2D_FLOAT SAMPLER2D |
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#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) |
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#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) |
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#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) |
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#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) |
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#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) |
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#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) |
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#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) |
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#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) |
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#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) |
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fileFormatVersion: 2 |
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guid: f4d51e77f119d4dc8899ff02b46bb621 |
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timeCreated: 1484817807 |
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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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