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HDRenderPipeline: Push draft for adding POM

/main
sebastienlagarde 8 年前
当前提交
34ba21bb
共有 6 个文件被更改,包括 14 次插入3 次删除
  1. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTessellation.hlsl
  2. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Utilities.cs
  3. 5
      Assets/ScriptableRenderLoop/ShaderLibrary/API/D3D11.hlsl
  4. 5
      Assets/ScriptableRenderLoop/ShaderLibrary/API/PSSL.hlsl
  5. 1
      ProjectSettings/GraphicsSettings.asset
  6. 2
      ProjectSettings/ProjectVersion.txt

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTessellation.hlsl


// Distance based tessellation
if (_TessellationFactorMaxDistance > 0.0)
{
float distFactor = GetDistanceBasedTessFactor(p0, p1, p2, _WorldSpaceCameraPos, _TessellationFactorMinDistance, _TessellationFactorMaxDistance);
float3 distFactor = GetDistanceBasedTessFactor(p0, p1, p2, _WorldSpaceCameraPos, _TessellationFactorMinDistance, _TessellationFactorMaxDistance);
// We square the disance factor as it allow a better percptual descrease of vertex density.
tessFactor *= distFactor * distFactor;
}

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Utilities.cs


public class Utilities
{
public const RendererConfiguration kRendererConfigurationBakedLighting = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectReflectionProbes | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbeProxyVolume;
public const RendererConfiguration kRendererConfigurationBakedLighting = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbeProxyVolume;
// Render Target Management.

5
Assets/ScriptableRenderLoop/ShaderLibrary/API/D3D11.hlsl


// 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
#define ZERO_INITIALIZE(type, name) name = (type)0;
// Texture util abstraction
#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2)
// Texture abstraction
#define TEXTURE2D(textureName) Texture2D textureName

#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)

5
Assets/ScriptableRenderLoop/ShaderLibrary/API/PSSL.hlsl


// 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
#define ZERO_INITIALIZE(type, name) name = (type)0;
// Texture util abstraction
#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.GetLOD(samplerName, coord2)
// Texture abstraction
#define TEXTURE2D(textureName) Texture2D textureName

#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)

1
ProjectSettings/GraphicsSettings.asset


m_Automatic: 0
m_LightmapStripping: 0
m_FogStripping: 0
m_InstancingStripping: 0
m_LightmapKeepPlain: 1
m_LightmapKeepDirCombined: 1
m_LightmapKeepDynamicPlain: 1

2
ProjectSettings/ProjectVersion.txt


m_EditorVersion: 5.6.0b4
m_EditorVersion: 5.6.0b5
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