浏览代码
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
/scriptablerenderloop-materialgraph
Merge remote-tracking branch 'origin/master' into scriptablerenderloop-materialgraph
/scriptablerenderloop-materialgraph
Paul Demeulenaere
8 年前
当前提交
2c436ffd
共有 42 个文件被更改,包括 465 次插入 和 477 次删除
-
31Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
-
19Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterial.hlsl
-
7Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterialGBuffer.shader
-
9Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Deferred.shader
-
17Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs
-
16Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs.hlsl
-
1Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Lighting.hlsl
-
27Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/SinglePass/SinglePass.cs
-
63Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/SinglePass/SinglePass.hlsl
-
15Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitCommon.hlsl
-
22Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.hlsl
-
2Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitData.hlsl
-
44Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitDefault.shader
-
10Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitShare.hlsl
-
2Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitData.hlsl
-
5Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitDefault.shader
-
10Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitShare.hlsl
-
2Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassForward.hlsl
-
2Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassGBuffer.hlsl
-
10Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl
-
12Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Shadow/FixedSizePCF/FixedSizePCF.hlsl
-
13Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Shadow/Shadow.hlsl
-
16Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl
-
2Assets/ScriptableRenderLoop/ShaderLibrary/Packing.hlsl
-
16Assets/ScriptableRenderLoop/common/ShaderBase.h
-
4Assets/ScriptableRenderLoop/fptl/Internal-DeferredReflections.shader
-
4Assets/ScriptableRenderLoop/fptl/Internal-DeferredShading.shader
-
18Assets/ScriptableRenderLoop/fptl/LightingUtils.hlsl
-
2Assets/ScriptableRenderLoop/fptl/RegularForwardLightingUtils.hlsl
-
2Assets/ScriptableRenderLoop/fptl/TiledLightingUtils.hlsl
-
12Assets/ScriptableRenderLoop/fptl/lightlistbuild-bigtile.compute
-
43Assets/ScriptableRenderLoop/fptl/lightlistbuild-clustered.compute
-
280Assets/ScriptableRenderLoop/fptl/lightlistbuild.compute
-
36Assets/TestScenes/HDTest/HDRenderLoopTest.unity
-
50Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/SinglePass/SinglePass.cs.hlsl
-
9Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/SinglePass/SinglePass.cs.hlsl.meta
-
9Assets/ScriptableRenderLoop/fptl/SortingComputeUtils.hlsl.meta
-
9Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Shadow/EVSM.meta
-
30Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Shadow/ShadowDefinition.cs
-
12Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Shadow/ShadowDefinition.cs.meta
-
9Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Shadow/ShadowDefinition.cs.hlsl.meta
-
40Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Shadow/ShadowDefinition.cs.hlsl
|
|||
// |
|||
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/SinglePass/SinglePass.cs. Please don't edit by hand. |
|||
// |
|||
|
|||
#ifndef SINGLEPASS_CS_HLSL |
|||
#define SINGLEPASS_CS_HLSL |
|||
// |
|||
// UnityEngine.Experimental.ScriptableRenderLoop.ShadowType: static fields |
|||
// |
|||
#define SHADOWTYPE_SPOT (0) |
|||
#define SHADOWTYPE_DIRECTIONAL (1) |
|||
#define SHADOWTYPE_POINT (2) |
|||
|
|||
// Generated from UnityEngine.Experimental.ScriptableRenderLoop.PunctualShadowData |
|||
// PackingRules = Exact |
|||
struct PunctualShadowData |
|||
{ |
|||
float4x4 worldToShadow; |
|||
int shadowType; |
|||
float bias; |
|||
float quality; |
|||
float2 unused; |
|||
}; |
|||
|
|||
// |
|||
// Accessors for UnityEngine.Experimental.ScriptableRenderLoop.PunctualShadowData |
|||
// |
|||
float4x4 GetWorldToShadow(PunctualShadowData value) |
|||
{ |
|||
return value.worldToShadow; |
|||
} |
|||
int GetShadowType(PunctualShadowData value) |
|||
{ |
|||
return value.shadowType; |
|||
} |
|||
float GetBias(PunctualShadowData value) |
|||
{ |
|||
return value.bias; |
|||
} |
|||
float GetQuality(PunctualShadowData value) |
|||
{ |
|||
return value.quality; |
|||
} |
|||
float2 GetUnused(PunctualShadowData value) |
|||
{ |
|||
return value.unused; |
|||
} |
|||
|
|||
|
|||
#endif |
|
|||
fileFormatVersion: 2 |
|||
guid: 353b54fe916c28f41b202e2d9396e4cf |
|||
timeCreated: 1477611341 |
|||
licenseType: Pro |
|||
ShaderImporter: |
|||
defaultTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 5c0b30845c471c449967253c8cdf5bc2 |
|||
timeCreated: 1477583748 |
|||
licenseType: Pro |
|||
ShaderImporter: |
|||
defaultTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 9b6009e82573a6742b8b06b75b22703d |
|||
folderAsset: yes |
|||
timeCreated: 1477395055 |
|||
licenseType: Pro |
|||
DefaultImporter: |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using UnityEngine; |
|||
|
|||
namespace UnityEngine.Experimental.ScriptableRenderLoop |
|||
{ |
|||
//-----------------------------------------------------------------------------
|
|||
// structure definition
|
|||
//-----------------------------------------------------------------------------
|
|||
|
|||
[GenerateHLSL] |
|||
public enum ShadowType |
|||
{ |
|||
Spot, |
|||
Directional, |
|||
Point |
|||
}; |
|||
|
|||
// TODO: we may have to add various parameters here for shadow
|
|||
// A point light is 6x PunctualShadowData
|
|||
[GenerateHLSL] |
|||
public struct PunctualShadowData |
|||
{ |
|||
// World to ShadowMap matrix
|
|||
// Include scale and bias for shadow atlas if any
|
|||
public Matrix4x4 worldToShadow; |
|||
|
|||
public ShadowType shadowType; |
|||
public Vector3 unused; |
|||
}; |
|||
|
|||
} // namespace UnityEngine.Experimental.ScriptableRenderLoop
|
|
|||
fileFormatVersion: 2 |
|||
guid: 548c943bc73a18d4998420073b25d44b |
|||
timeCreated: 1477263464 |
|||
licenseType: Pro |
|||
MonoImporter: |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: f22956c3631d5f64388bdb93e12ec747 |
|||
timeCreated: 1477268655 |
|||
licenseType: Pro |
|||
ShaderImporter: |
|||
defaultTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
// |
|||
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Shadow/ShadowDefinition.cs. Please don't edit by hand. |
|||
// |
|||
|
|||
#ifndef SHADOWDEFINITION_CS_HLSL |
|||
#define SHADOWDEFINITION_CS_HLSL |
|||
// |
|||
// UnityEngine.Experimental.ScriptableRenderLoop.ShadowType: static fields |
|||
// |
|||
#define SHADOWTYPE_SPOT (0) |
|||
#define SHADOWTYPE_DIRECTIONAL (1) |
|||
#define SHADOWTYPE_POINT (2) |
|||
|
|||
// Generated from UnityEngine.Experimental.ScriptableRenderLoop.PunctualShadowData |
|||
// PackingRules = Exact |
|||
struct PunctualShadowData |
|||
{ |
|||
float4x4 worldToShadow; |
|||
int shadowType; |
|||
float3 unused; |
|||
}; |
|||
|
|||
// |
|||
// Accessors for UnityEngine.Experimental.ScriptableRenderLoop.PunctualShadowData |
|||
// |
|||
float4x4 GetWorldToShadow(PunctualShadowData value) |
|||
{ |
|||
return value.worldToShadow; |
|||
} |
|||
int GetShadowType(PunctualShadowData value) |
|||
{ |
|||
return value.shadowType; |
|||
} |
|||
float3 GetUnused(PunctualShadowData value) |
|||
{ |
|||
return value.unused; |
|||
} |
|||
|
|||
|
|||
#endif |
撰写
预览
正在加载...
取消
保存
Reference in new issue