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sebastienlagarde 8 年前
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2fae393e
共有 34 个文件被更改,包括 604 次插入51 次删除
  1. 3
      ProjectSettings/ProjectVersion.txt
  2. 14
      ProjectSettings/UnityConnectSettings.asset
  3. 2
      Assets/ScriptableRenderLoop/UnityStandard/Shaders/Material/Material.hlsl
  4. 1
      Assets/ScriptableRenderLoop/UnityStandard/Shaders/VertexShader.hlsl
  5. 9
      Assets/ScriptableRenderLoop/UnityStandard.meta
  6. 12
      Assets/ScriptableRenderLoop/common/SkyboxHelper.cs.meta
  7. 12
      Assets/ScriptableRenderLoop/common/TextureSettings.cs.meta
  8. 9
      Assets/ScriptableRenderLoop/fptl/FinalPass.shader.meta
  9. 9
      Assets/TestScenes/UnityStandard.meta
  10. 9
      Assets/ScriptableRenderLoop/UnityStandard/Shaders.meta
  11. 9
      Assets/ScriptableRenderLoop/UnityStandard/Shaders/Lighting.meta
  12. 9
      Assets/ScriptableRenderLoop/UnityStandard/Shaders/Material.meta
  13. 104
      Assets/ScriptableRenderLoop/UnityStandard/Shaders/UnityStandard.shader
  14. 250
      Assets/ScriptableRenderLoop/UnityStandard/UnityStandardRenderLoop.cs
  15. 12
      Assets/ScriptableRenderLoop/UnityStandard/UnityStandardRenderLoop.cs.meta
  16. 9
      Assets/TestScenes/UnityStandard/Material.meta
  17. 127
      Assets/TestScenes/UnityStandard/Material/test.mat
  18. 8
      Assets/TestScenes/UnityStandard/Material/test.mat.meta
  19. 9
      Assets/ScriptableRenderLoop/ShaderLibrary/Lighting.meta
  20. 9
      Assets/ScriptableRenderLoop/ShaderLibrary/Material.meta
  21. 9
      Assets/ScriptableRenderLoop/ShaderLibrary/Shaders.meta
  22. 9
      Assets/TestScenes/ForwardRenderLoop/ForwardRenderLoop.meta
  23. 11
      ProjectSettings/UnityAdsSettings.asset
  24. 0
      /Assets/ScriptableRenderLoop/UnityStandard/Shaders/Material
  25. 0
      /Assets/ScriptableRenderLoop/UnityStandard/Shaders/ShaderVariables.hlsl
  26. 0
      /Assets/ScriptableRenderLoop/UnityStandard/Shaders/ShaderVariables.hlsl.meta
  27. 0
      /Assets/ScriptableRenderLoop/UnityStandard/Shaders/UnityStandard.shader.meta
  28. 0
      /Assets/ScriptableRenderLoop/UnityStandard/Shaders/VertexShader.hlsl
  29. 0
      /Assets/ScriptableRenderLoop/UnityStandard/Shaders/VertexShader.hlsl.meta

3
ProjectSettings/ProjectVersion.txt


m_EditorVersion: 5.4.0b19
m_StandardAssetsVersion: 0
m_EditorVersion: 5.5.0b4

14
ProjectSettings/UnityConnectSettings.asset


--- !u!310 &1
UnityConnectSettings:
m_ObjectHideFlags: 0
m_Enabled: 0
m_TestMode: 0
m_TestEventUrl:
m_TestConfigUrl:
CrashReportingSettings:
m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes
m_Enabled: 0
UnityPurchasingSettings:
m_Enabled: 0
m_TestMode: 0

m_TestMode: 0
m_TestEventUrl:
m_TestConfigUrl:
UnityAdsSettings:
m_Enabled: 0
m_InitializeOnStartup: 1
m_TestMode: 0
m_EnabledPlatforms: 4294967295
m_IosGameId:
m_AndroidGameId:

2
Assets/ScriptableRenderLoop/UnityStandard/Shaders/Material/Material.hlsl


#ifndef UNITY_MATERIAL_INCLUDED
#define UNITY_MATERIAL_INCLUDED
#include "Packing.hlsl"
#include "../../ShaderLibrary/Packing.hlsl"
#define DisneyGGXSurfaceData SurfaceData
#define DisneyGGXBSDFData BSDFData

1
Assets/ScriptableRenderLoop/UnityStandard/Shaders/VertexShader.hlsl


o.tangentToWorldAndParallax[1].xyz = tangentToWorld[1];
o.tangentToWorldAndParallax[2].xyz = tangentToWorld[2];
return o;
}

9
Assets/ScriptableRenderLoop/UnityStandard.meta


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12
Assets/ScriptableRenderLoop/common/SkyboxHelper.cs.meta


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12
Assets/ScriptableRenderLoop/common/TextureSettings.cs.meta


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Assets/ScriptableRenderLoop/fptl/FinalPass.shader.meta


fileFormatVersion: 2
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licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

9
Assets/TestScenes/UnityStandard.meta


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timeCreated: 1474299364
licenseType: Pro
DefaultImporter:
userData:
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assetBundleVariant:

9
Assets/ScriptableRenderLoop/UnityStandard/Shaders.meta


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folderAsset: yes
timeCreated: 1474297943
licenseType: Pro
DefaultImporter:
userData:
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assetBundleVariant:

9
Assets/ScriptableRenderLoop/UnityStandard/Shaders/Lighting.meta


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9
Assets/ScriptableRenderLoop/UnityStandard/Shaders/Material.meta


fileFormatVersion: 2
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timeCreated: 1474297943
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DefaultImporter:
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104
Assets/ScriptableRenderLoop/UnityStandard/Shaders/UnityStandard.shader


Shader "Unity/UnityStandard"
{
Properties
{
_DiffuseColor("Diffuse", Color) = (1,1,1,1)
_DiffuseMap("Diffuse", 2D) = "white" {}
_SpecColor("Specular", Color) = (0.2,0.2,0.2)
_SpecMap("Specular", 2D) = "white" {}
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
_SmoothnessMap("Smoothness", 2D) = "white" {}
_NormalMap("Normal Map", 2D) = "bump" {}
_OcclusionMap("Occlusion", 2D) = "white" {}
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
// Blending state
[HideInInspector] _Mode ("__mode", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
}
CGINCLUDE
#include "Material/Material.hlsl"
ENDCG
SubShader
{
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
LOD 300
// ------------------------------------------------------------------
// Base forward pass (directional light, emission, lightmaps, ...)
Pass
{
Name "FORWARD"
Tags { "LightMode" = "Forward" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
CGPROGRAM
#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
// Include
#include "ShaderVariables.hlsl"
#pragma vertex MainVS
#pragma fragment MainPS
//-------------------------------------------------------------------------------------
// Input functions
struct VSInput
{
float4 vertex : POSITION;
half3 normal : NORMAL;
float2 uv0 : TEXCOORD0;
//float2 uv1 : TEXCOORD1;
//#if defined(DYNAMICLIGHTMAP_ON) || defined(UNITY_PASS_META)
// float2 uv2 : TEXCOORD2;
//#endif
//#ifdef _TANGENT_TO_WORLD
half4 tangent : TANGENT;
//#endif
//UNITY_INSTANCE_ID
};
struct VSOutput
{
float4 positionWS : SV_POSITION;
float2 texCoord0 : TEXCOORD0;
float4 tangentToWorldAndParallax : TANGENT; // [3x3:tangentToWorld | 1x3:viewDirForParallax]
};
VSOutput MainVS( VSInput i )
{
// TODO : here we must support anykind of vertex animation
PSInput o;
o.positionWS = UnityObjectToClipPos(v.vertex);
float3 positionWS = mul( unity_ObjectToWorld, i.vPositionOs.xyzw ).xyz;
o.positionWS.xyzw = mul( UNITY_MATRIX_MVP, float4( mul( unity_WorldToObject, float4( vPositionWs.xyz, 1.0 ) ).xyz, 1.0 ) );
return o;
}
float4 MainPS( VSOutput i ) : SV_Target
{
return float4( 1.0, 0.0, 0.0, 0.0 );
}
ENDCG
}
}
}

250
Assets/ScriptableRenderLoop/UnityStandard/UnityStandardRenderLoop.cs


using UnityEngine;
using System.Collections;
using UnityEngine.Rendering;
using System.Collections.Generic;
using System;
using UnityEditor;
namespace UnityEngine.ScriptableRenderLoop
{
public class UnityStandardRenderLoop : ScriptableRenderLoop
{
[MenuItem("Renderloop/UnityStandardRenderLoop")]
static void CreateUnityStandardRenderLoop()
{
var instance = ScriptableObject.CreateInstance<UnityStandardRenderLoop>();
AssetDatabase.CreateAsset(instance, "Assets/UnityStandardRenderLoop.asset");
}
[SerializeField]
//ShadowSettings m_ShadowSettings = ShadowSettings.Default;
//ShadowRenderPass m_ShadowPass;
const int MAX_LIGHTS = 10;
const int MAX_SHADOWMAP_PER_LIGHTS = 6;
const int MAX_DIRECTIONAL_SPLIT = 4;
// Directional lights become spotlights at a far distance. This is the distance we pull back to set the spotlight origin.
const float DIRECTIONAL_LIGHT_PULLBACK_DISTANCE = 10000.0f;
[NonSerialized] private int m_nWarnedTooManyLights = 0;
void OnEnable()
{
Rebuild ();
}
void OnValidate()
{
Rebuild ();
}
void Rebuild()
{
// m_ShadowPass = new ShadowRenderPass (m_ShadowSettings);
}
//---------------------------------------------------------------------------------------------------------------------------------------------------
void UpdateLightConstants(ActiveLight[] activeLights, ref ShadowOutput shadow)
{
/*
int nNumLightsIncludingTooMany = 0;
int g_nNumLights = 0;
Vector4[] g_vLightColor = new Vector4[ MAX_LIGHTS ];
Vector4[] g_vLightPosition_flInvRadius = new Vector4[ MAX_LIGHTS ];
Vector4[] g_vLightDirection = new Vector4[ MAX_LIGHTS ];
Vector4[] g_vLightShadowIndex_vLightParams = new Vector4[ MAX_LIGHTS ];
Vector4[] g_vLightFalloffParams = new Vector4[ MAX_LIGHTS ];
Vector4[] g_vSpotLightInnerOuterConeCosines = new Vector4[ MAX_LIGHTS ];
Matrix4x4[] g_matWorldToShadow = new Matrix4x4[ MAX_LIGHTS * MAX_SHADOWMAP_PER_LIGHTS ];
Vector4[] g_vDirShadowSplitSpheres = new Vector4[ MAX_DIRECTIONAL_SPLIT ];
for ( int nLight = 0; nLight < activeLights.Length; nLight++ )
{
nNumLightsIncludingTooMany++;
if ( nNumLightsIncludingTooMany > MAX_LIGHTS )
continue;
ActiveLight light = activeLights [nLight];
LightType lightType = light.lightType;
Vector3 position = light.light.transform.position;
Vector3 lightDir = light.light.transform.forward.normalized;
AdditionalLightData additionalLightData = light.light.GetComponent<AdditionalLightData> ();
// Setup shadow data arrays
bool hasShadows = shadow.GetShadowSliceCountLightIndex (nLight) != 0;
if ( lightType == LightType.Directional )
{
g_vLightColor[ g_nNumLights ] = light.finalColor;
g_vLightPosition_flInvRadius[ g_nNumLights ] = new Vector4(
position.x - ( lightDir.x * DIRECTIONAL_LIGHT_PULLBACK_DISTANCE ),
position.y - ( lightDir.y * DIRECTIONAL_LIGHT_PULLBACK_DISTANCE ),
position.z - ( lightDir.z * DIRECTIONAL_LIGHT_PULLBACK_DISTANCE ),
-1.0f );
g_vLightDirection[ g_nNumLights ] = new Vector4( lightDir.x, lightDir.y, lightDir.z );
g_vLightShadowIndex_vLightParams[ g_nNumLights ] = new Vector4( 0, 0, 1, 1 );
g_vLightFalloffParams[ g_nNumLights ] = new Vector4( 0.0f, 0.0f, float.MaxValue, (float)lightType );
g_vSpotLightInnerOuterConeCosines[ g_nNumLights ] = new Vector4( 0.0f, -1.0f, 1.0f );
if (hasShadows)
{
for (int s = 0; s < MAX_DIRECTIONAL_SPLIT; ++s)
{
g_vDirShadowSplitSpheres[s] = shadow.directionalShadowSplitSphereSqr[s];
}
}
}
else if ( lightType == LightType.Point )
{
g_vLightColor[ g_nNumLights ] = light.finalColor;
g_vLightPosition_flInvRadius[ g_nNumLights ] = new Vector4( position.x, position.y, position.z, 1.0f / light.range );
g_vLightDirection[ g_nNumLights ] = new Vector4( 0.0f, 0.0f, 0.0f );
g_vLightShadowIndex_vLightParams[ g_nNumLights ] = new Vector4( 0, 0, 1, 1 );
g_vLightFalloffParams[ g_nNumLights ] = new Vector4( 1.0f, 0.0f, light.range * light.range, (float)lightType );
g_vSpotLightInnerOuterConeCosines[ g_nNumLights ] = new Vector4( 0.0f, -1.0f, 1.0f );
}
else if ( lightType == LightType.Spot )
{
g_vLightColor[ g_nNumLights ] = light.finalColor;
g_vLightPosition_flInvRadius[ g_nNumLights ] = new Vector4( position.x, position.y, position.z, 1.0f / light.range );
g_vLightDirection[ g_nNumLights ] = new Vector4( lightDir.x, lightDir.y, lightDir.z );
g_vLightShadowIndex_vLightParams[ g_nNumLights ] = new Vector4( 0, 0, 1, 1 );
g_vLightFalloffParams[ g_nNumLights ] = new Vector4( 1.0f, 0.0f, light.range * light.range, (float)lightType );
float flInnerConePercent = AdditionalLightData.GetInnerSpotPercent01(additionalLightData);
float spotAngle = light.light.spotAngle;
float flPhiDot = Mathf.Clamp( Mathf.Cos( spotAngle * 0.5f * Mathf.Deg2Rad ), 0.0f, 1.0f ); // outer cone
float flThetaDot = Mathf.Clamp( Mathf.Cos( spotAngle * 0.5f * flInnerConePercent * Mathf.Deg2Rad ), 0.0f, 1.0f ); // inner cone
g_vSpotLightInnerOuterConeCosines[ g_nNumLights ] = new Vector4( flThetaDot, flPhiDot, 1.0f / Mathf.Max( 0.01f, flThetaDot - flPhiDot ) );
}
if ( hasShadows )
{
// Enable shadows
g_vLightShadowIndex_vLightParams[ g_nNumLights ].x = 1;
for(int s=0; s < shadow.GetShadowSliceCountLightIndex (nLight); ++s)
{
int shadowSliceIndex = shadow.GetShadowSliceIndex (nLight, s);
g_matWorldToShadow [g_nNumLights * MAX_SHADOWMAP_PER_LIGHTS + s] = shadow.shadowSlices[shadowSliceIndex].shadowTransform.transpose;
}
}
g_nNumLights++;
}
// Warn if too many lights found
if ( nNumLightsIncludingTooMany > MAX_LIGHTS )
{
if ( nNumLightsIncludingTooMany > m_nWarnedTooManyLights )
{
Debug.LogError( "ERROR! Found " + nNumLightsIncludingTooMany + " runtime lights! Valve renderer supports up to " + MAX_LIGHTS +
" active runtime lights at a time!\nDisabling " + ( nNumLightsIncludingTooMany - MAX_LIGHTS ) + " runtime light" +
( ( nNumLightsIncludingTooMany - MAX_LIGHTS ) > 1 ? "s" : "" ) + "!\n" );
}
m_nWarnedTooManyLights = nNumLightsIncludingTooMany;
}
else
{
if ( m_nWarnedTooManyLights > 0 )
{
m_nWarnedTooManyLights = 0;
Debug.Log( "SUCCESS! Found " + nNumLightsIncludingTooMany + " runtime lights which is within the supported number of lights, " + MAX_LIGHTS + ".\n\n" );
}
}
// Send constants to shaders
Shader.SetGlobalInt( "g_nNumLights", g_nNumLights );
// New method for Unity 5.4 to set arrays of constants
Shader.SetGlobalVectorArray( "g_vLightPosition_flInvRadius", g_vLightPosition_flInvRadius );
Shader.SetGlobalVectorArray( "g_vLightColor", g_vLightColor );
Shader.SetGlobalVectorArray( "g_vLightDirection", g_vLightDirection );
Shader.SetGlobalVectorArray( "g_vLightShadowIndex_vLightParams", g_vLightShadowIndex_vLightParams );
Shader.SetGlobalVectorArray( "g_vLightFalloffParams", g_vLightFalloffParams );
Shader.SetGlobalVectorArray( "g_vSpotLightInnerOuterConeCosines", g_vSpotLightInnerOuterConeCosines );
Shader.SetGlobalMatrixArray( "g_matWorldToShadow", g_matWorldToShadow );
Shader.SetGlobalVectorArray( "g_vDirShadowSplitSpheres", g_vDirShadowSplitSpheres );
// Time
#if ( UNITY_EDITOR )
{
Shader.SetGlobalFloat( "g_flTime", Time.realtimeSinceStartup );
//Debug.Log( "Time " + Time.realtimeSinceStartup );
}
#else
{
Shader.SetGlobalFloat( "g_flTime", Time.timeSinceLevelLoad );
//Debug.Log( "Time " + Time.timeSinceLevelLoad );
}
#endif
// PCF 3x3 Shadows
float flTexelEpsilonX = 1.0f / m_ShadowSettings.shadowAtlasWidth;
float flTexelEpsilonY = 1.0f / m_ShadowSettings.shadowAtlasHeight;
Vector4 g_vShadow3x3PCFTerms0 = new Vector4( 20.0f / 267.0f, 33.0f / 267.0f, 55.0f / 267.0f, 0.0f );
Vector4 g_vShadow3x3PCFTerms1 = new Vector4( flTexelEpsilonX, flTexelEpsilonY, -flTexelEpsilonX, -flTexelEpsilonY );
Vector4 g_vShadow3x3PCFTerms2 = new Vector4( flTexelEpsilonX, flTexelEpsilonY, 0.0f, 0.0f );
Vector4 g_vShadow3x3PCFTerms3 = new Vector4( -flTexelEpsilonX, -flTexelEpsilonY, 0.0f, 0.0f );
Shader.SetGlobalVector( "g_vShadow3x3PCFTerms0", g_vShadow3x3PCFTerms0 );
Shader.SetGlobalVector( "g_vShadow3x3PCFTerms1", g_vShadow3x3PCFTerms1 );
Shader.SetGlobalVector( "g_vShadow3x3PCFTerms2", g_vShadow3x3PCFTerms2 );
Shader.SetGlobalVector( "g_vShadow3x3PCFTerms3", g_vShadow3x3PCFTerms3 );
*/
}
public override void Render(Camera[] cameras, RenderLoop renderLoop)
{
// Set Frame constant buffer
foreach (var camera in cameras)
{
// Set camera constant buffer
CullResults cullResults;
CullingParameters cullingParams;
if (!CullResults.GetCullingParameters (camera, out cullingParams))
continue;
//m_ShadowPass.UpdateCullingParameters (ref cullingParams);
cullResults = CullResults.Cull (ref cullingParams, renderLoop);
//ShadowOutput shadows;
//m_ShadowPass.Render (renderLoop, cullResults, out shadows);
renderLoop.SetupCameraProperties (camera);
UpdateLightConstants(cullResults.culledLights, ref shadows);
DrawRendererSettings settings = new DrawRendererSettings (cullResults, camera, new ShaderPassName("Forward"));
settings.rendererConfiguration = RendererConfiguration.ConfigureOneLightProbePerRenderer | RendererConfiguration.ConfigureReflectionProbesProbePerRenderer;
settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh;
renderLoop.DrawRenderers (ref settings);
renderLoop.Submit ();
}
// Post effects
}
#if UNITY_EDITOR
public override UnityEditor.SupportedRenderingFeatures GetSupportedRenderingFeatures()
{
var features = new UnityEditor.SupportedRenderingFeatures();
features.reflectionProbe = UnityEditor.SupportedRenderingFeatures.ReflectionProbe.Rotation;
return features;
}
#endif
}
}

12
Assets/ScriptableRenderLoop/UnityStandard/UnityStandardRenderLoop.cs.meta


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Assets/TestScenes/UnityStandard/Material/test.mat


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/Assets/ScriptableRenderLoop/ShaderLibrary/Material → /Assets/ScriptableRenderLoop/UnityStandard/Shaders/Material

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/Assets/ScriptableRenderLoop/ShaderLibrary/Shaders/UnityStandard.shader.meta → /Assets/ScriptableRenderLoop/UnityStandard/Shaders/UnityStandard.shader.meta

/Assets/ScriptableRenderLoop/ShaderLibrary/Shaders/VertexShader.hlsl → /Assets/ScriptableRenderLoop/UnityStandard/Shaders/VertexShader.hlsl

/Assets/ScriptableRenderLoop/ShaderLibrary/Shaders/VertexShader.hlsl.meta → /Assets/ScriptableRenderLoop/UnityStandard/Shaders/VertexShader.hlsl.meta

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