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Fix merge.

/main
Yao Xiaoling 7 年前
当前提交
38856112
共有 37 个文件被更改,包括 353 次插入210 次删除
  1. 58
      com.unity.render-pipelines.core/CoreRP/ShaderLibrary/UnityInstancing.hlsl
  2. 176
      com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Lit/BaseLitUI.cs
  3. 25
      com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Unlit/BaseUnlitUI.cs
  4. 2
      com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDAssetFactory.cs
  5. 4
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitDataMeshModification.hlsl
  6. 2
      com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipelineAsset.cs
  7. 82
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/HDRenderPipelineResources.asset
  8. 1
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/RenderPipelineResources.cs
  9. 1
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassVelocity.hlsl
  10. 9
      com.unity.render-pipelines.high-definition/HDRP/ShaderPass/VertMesh.hlsl
  11. 22
      com.unity.render-pipelines.lightweight/LWRP/Shaders/Terrain/LightweightStandardTerrain.shader
  12. 6
      com.unity.render-pipelines.lightweight/LWRP/Shaders/Terrain/LightweightStandardTerrainAddPass.shader
  13. 34
      com.unity.render-pipelines.lightweight/LWRP/Shaders/Terrain/LightweightStandardTerrainBase.shader
  14. 2
      com.unity.render-pipelines.high-definition/HDRP/Editor/Material/TerrainLit/TerrainLitUI.cs.meta
  15. 8
      com.unity.render-pipelines.high-definition/HDRP/Editor/Material/TerrainLit.meta
  16. 8
      com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit.meta
  17. 43
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDTerrainMaterial.mat
  18. 8
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDTerrainMaterial.mat.meta
  19. 9
      com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLit.shader.meta
  20. 9
      com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitData.hlsl.meta
  21. 9
      com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitDataMeshModification.hlsl.meta
  22. 9
      com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitData_Basemap.hlsl.meta
  23. 9
      com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitSharePass.hlsl.meta
  24. 9
      com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitSplatCommon.hlsl.meta
  25. 9
      com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLit_Basemap.shader.meta
  26. 9
      com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLit_Basemap_Gen.shader.meta
  27. 0
      /com.unity.render-pipelines.high-definition/HDRP/Editor/Material/TerrainLit
  28. 0
      /com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitDataMeshModification.hlsl
  29. 0
      /com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitSharePass.hlsl
  30. 0
      /com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLit.shader
  31. 0
      /com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitData.hlsl
  32. 0
      /com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitData_Basemap.hlsl
  33. 0
      /com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLit_Basemap.shader
  34. 0
      /com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLit_Basemap_Gen.shader
  35. 0
      /com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitSplatCommon.hlsl

58
com.unity.render-pipelines.core/CoreRP/ShaderLibrary/UnityInstancing.hlsl


#define UNITY_SUPPORT_STEREO_INSTANCING
#endif
#if defined(SHADER_API_D3D11) || defined(SHADER_API_GLCORE) || defined(SHADER_API_GLES3) || defined(SHADER_API_VULKAN) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(SHADER_API_METAL) || defined(SHADER_API_SWITCH)
#define UNITY_INSTANCING_AOS
#endif
#if defined(SHADER_API_D3D11) || defined(SHADER_API_GLCORE) || defined(SHADER_API_GLES3) || defined(SHADER_API_METAL) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN)
#if defined(SHADER_API_D3D11) || defined(SHADER_API_GLCORE) || defined(SHADER_API_GLES3) || defined(SHADER_API_METAL) || defined(SHADER_API_PSSL) || defined(SHADER_API_VULKAN) || defined(SHADER_API_SWITCH)
#define UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE
#endif

#endif
#endif
#ifdef UNITY_INSTANCING_AOS
#define UNITY_INSTANCING_BUFFER_START(buf) UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityInstancing_##buf) struct {
#define UNITY_INSTANCING_BUFFER_END(arr) } arr##Array[UNITY_INSTANCED_ARRAY_SIZE]; UNITY_INSTANCING_CBUFFER_SCOPE_END
#define UNITY_DEFINE_INSTANCED_PROP(type, var) type var;
#define UNITY_ACCESS_INSTANCED_PROP(arr, var) arr##Array[unity_InstanceID].var
#else
#define UNITY_INSTANCING_BUFFER_START(buf) UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityInstancing_##buf)
#define UNITY_INSTANCING_BUFFER_END(arr) UNITY_INSTANCING_CBUFFER_SCOPE_END
#define UNITY_DEFINE_INSTANCED_PROP(type, var) type var[UNITY_INSTANCED_ARRAY_SIZE];
#define UNITY_ACCESS_INSTANCED_PROP(arr, var) var[unity_InstanceID]
#endif
#define UNITY_INSTANCING_BUFFER_START(buf) UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityInstancing_##buf) struct {
#define UNITY_INSTANCING_BUFFER_END(arr) } arr##Array[UNITY_INSTANCED_ARRAY_SIZE]; UNITY_INSTANCING_CBUFFER_SCOPE_END
#define UNITY_DEFINE_INSTANCED_PROP(type, var) type var;
#define UNITY_ACCESS_INSTANCED_PROP(arr, var) arr##Array[unity_InstanceID].var
// Put worldToObject array to a separate CB if UNITY_ASSUME_UNIFORM_SCALING is defined. Most of the time it will not be used.
#ifdef UNITY_ASSUME_UNIFORM_SCALING

#endif
UNITY_INSTANCING_BUFFER_START(PerDraw0)
UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_ObjectToWorldArray)
#if UNITY_WORLDTOOBJECTARRAY_CB == 0
UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_WorldToObjectArray)
#ifndef UNITY_DONT_INSTANCE_OBJECT_MATRICES
UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_ObjectToWorldArray)
#if UNITY_WORLDTOOBJECTARRAY_CB == 0
UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_WorldToObjectArray)
#endif
#endif
#if defined(UNITY_USE_LODFADE_ARRAY) && defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE)
UNITY_DEFINE_INSTANCED_PROP(float2, unity_LODFadeArray)

UNITY_INSTANCING_BUFFER_START(PerDraw1)
#if UNITY_WORLDTOOBJECTARRAY_CB == 1
#if !defined(UNITY_DONT_INSTANCE_OBJECT_MATRICES) && UNITY_WORLDTOOBJECTARRAY_CB == 1
UNITY_DEFINE_INSTANCED_PROP(float4x4, unity_WorldToObjectArray)
#endif
#if defined(UNITY_USE_LODFADE_ARRAY) && !defined(UNITY_INSTANCING_SUPPORT_FLEXIBLE_ARRAY_SIZE)

#endif
UNITY_INSTANCING_BUFFER_END(unity_Builtins2)
#undef UNITY_MATRIX_M
#ifdef MODIFY_MATRIX_FOR_CAMERA_RELATIVE_RENDERING
#define UNITY_MATRIX_M ApplyCameraTranslationToMatrix(UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, unity_ObjectToWorldArray))
#else
#define UNITY_MATRIX_M UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, unity_ObjectToWorldArray)
#endif
#define MERGE_UNITY_BUILTINS_INDEX(X) unity_Builtins##X
#undef UNITY_MATRIX_I_M
#ifdef MODIFY_MATRIX_FOR_CAMERA_RELATIVE_RENDERING
#define UNITY_MATRIX_I_M ApplyCameraTranslationToInverseMatrix(UNITY_ACCESS_INSTANCED_PROP(MERGE_UNITY_BUILTINS_INDEX(UNITY_WORLDTOOBJECTARRAY_CB), unity_WorldToObjectArray))
#else
#define UNITY_MATRIX_I_M UNITY_ACCESS_INSTANCED_PROP(MERGE_UNITY_BUILTINS_INDEX(UNITY_WORLDTOOBJECTARRAY_CB), unity_WorldToObjectArray)
#ifndef UNITY_DONT_INSTANCE_OBJECT_MATRICES
#undef UNITY_MATRIX_M
#undef UNITY_MATRIX_I_M
#define MERGE_UNITY_BUILTINS_INDEX(X) unity_Builtins##X
#ifdef MODIFY_MATRIX_FOR_CAMERA_RELATIVE_RENDERING
#define UNITY_MATRIX_M ApplyCameraTranslationToMatrix(UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, unity_ObjectToWorldArray))
#define UNITY_MATRIX_I_M ApplyCameraTranslationToInverseMatrix(UNITY_ACCESS_INSTANCED_PROP(MERGE_UNITY_BUILTINS_INDEX(UNITY_WORLDTOOBJECTARRAY_CB), unity_WorldToObjectArray))
#else
#define UNITY_MATRIX_M UNITY_ACCESS_INSTANCED_PROP(unity_Builtins0, unity_ObjectToWorldArray)
#define UNITY_MATRIX_I_M UNITY_ACCESS_INSTANCED_PROP(MERGE_UNITY_BUILTINS_INDEX(UNITY_WORLDTOOBJECTARRAY_CB), unity_WorldToObjectArray)
#endif
#undef MERGE_UNITY_BUILTINS_INDEX
#endif
#else // UNITY_INSTANCING_ENABLED

176
com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Lit/BaseLitUI.cs


base.FindBaseMaterialProperties(props);
doubleSidedNormalMode = FindProperty(kDoubleSidedNormalMode, props);
depthOffsetEnable = FindProperty(kDepthOffsetEnable, props);
depthOffsetEnable = FindProperty(kDepthOffsetEnable, props, false);
materialID = FindProperty(kMaterialID, props);
transmissionEnable = FindProperty(kTransmissionEnable, props);
materialID = FindProperty(kMaterialID, props, false);
transmissionEnable = FindProperty(kTransmissionEnable, props, false);
displacementMode = FindProperty(kDisplacementMode, props);
displacementLockObjectScale = FindProperty(kDisplacementLockObjectScale, props);
displacementLockTilingScale = FindProperty(kDisplacementLockTilingScale, props);
displacementMode = FindProperty(kDisplacementMode, props, false);
displacementLockObjectScale = FindProperty(kDisplacementLockObjectScale, props, false);
displacementLockTilingScale = FindProperty(kDisplacementLockTilingScale, props, false);
ppdMinSamples = FindProperty(kPpdMinSamples, props);
ppdMaxSamples = FindProperty(kPpdMaxSamples, props);
ppdLodThreshold = FindProperty(kPpdLodThreshold, props);
ppdPrimitiveLength = FindProperty(kPpdPrimitiveLength, props);
ppdPrimitiveWidth = FindProperty(kPpdPrimitiveWidth, props);
invPrimScale = FindProperty(kInvPrimScale, props);
ppdMinSamples = FindProperty(kPpdMinSamples, props, false);
ppdMaxSamples = FindProperty(kPpdMaxSamples, props, false);
ppdLodThreshold = FindProperty(kPpdLodThreshold, props, false);
ppdPrimitiveLength = FindProperty(kPpdPrimitiveLength, props, false);
ppdPrimitiveWidth = FindProperty(kPpdPrimitiveWidth, props, false);
invPrimScale = FindProperty(kInvPrimScale, props, false);
// tessellation specific, silent if not found
tessellationMode = FindProperty(kTessellationMode, props, false);

tessellationBackFaceCullEpsilon = FindProperty(kTessellationBackFaceCullEpsilon, props, false);
// Wind
windEnable = FindProperty(kWindEnabled, props);
windInitialBend = FindProperty(kWindInitialBend, props);
windStiffness = FindProperty(kWindStiffness, props);
windDrag = FindProperty(kWindDrag, props);
windShiverDrag = FindProperty(kWindShiverDrag, props);
windShiverDirectionality = FindProperty(kWindShiverDirectionality, props);
windEnable = FindProperty(kWindEnabled, props, false);
windInitialBend = FindProperty(kWindInitialBend, props, false);
windStiffness = FindProperty(kWindStiffness, props, false);
windDrag = FindProperty(kWindDrag, props, false);
windShiverDrag = FindProperty(kWindShiverDrag, props, false);
windShiverDirectionality = FindProperty(kWindShiverDirectionality, props, false);
// Decal
supportDBuffer = FindProperty(kSupportDBuffer, props);

EditorGUI.indentLevel--;
}
m_MaterialEditor.ShaderProperty(materialID, StylesBaseLit.materialIDText);
if ((int)materialID.floatValue == (int)BaseLitGUI.MaterialId.LitSSS)
if (materialID != null)
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(transmissionEnable, StylesBaseLit.transmissionEnableText);
EditorGUI.indentLevel--;
m_MaterialEditor.ShaderProperty(materialID, StylesBaseLit.materialIDText);
if ((int)materialID.floatValue == (int)BaseLitGUI.MaterialId.LitSSS)
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(transmissionEnable, StylesBaseLit.transmissionEnableText);
EditorGUI.indentLevel--;
}
m_MaterialEditor.ShaderProperty(enableGeometricSpecularAA, StylesBaseLit.enableGeometricSpecularAAText);
if (enableGeometricSpecularAA.floatValue > 0.0)
if (enableGeometricSpecularAA != null)
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(specularAAScreenSpaceVariance, StylesBaseLit.specularAAScreenSpaceVarianceText);
m_MaterialEditor.ShaderProperty(specularAAThreshold, StylesBaseLit.specularAAThresholdText);
EditorGUI.indentLevel--;
m_MaterialEditor.ShaderProperty(enableGeometricSpecularAA, StylesBaseLit.enableGeometricSpecularAAText);
if (enableGeometricSpecularAA.floatValue > 0.0)
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(specularAAScreenSpaceVariance, StylesBaseLit.specularAAScreenSpaceVarianceText);
m_MaterialEditor.ShaderProperty(specularAAThreshold, StylesBaseLit.specularAAThresholdText);
EditorGUI.indentLevel--;
}
m_MaterialEditor.ShaderProperty(enableMotionVectorForVertexAnimation, StylesBaseUnlit.enableMotionVectorForVertexAnimationText);
if (enableMotionVectorForVertexAnimation != null)
m_MaterialEditor.ShaderProperty(enableMotionVectorForVertexAnimation, StylesBaseUnlit.enableMotionVectorForVertexAnimationText);
EditorGUI.BeginChangeCheck();
m_MaterialEditor.ShaderProperty(displacementMode, StylesBaseLit.displacementModeText);
if (EditorGUI.EndChangeCheck())
if (displacementMode != null)
UpdateDisplacement();
}
EditorGUI.BeginChangeCheck();
m_MaterialEditor.ShaderProperty(displacementMode, StylesBaseLit.displacementModeText);
if (EditorGUI.EndChangeCheck())
{
UpdateDisplacement();
}
if ((DisplacementMode)displacementMode.floatValue != DisplacementMode.None)
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(displacementLockObjectScale, StylesBaseLit.lockWithObjectScaleText);
m_MaterialEditor.ShaderProperty(displacementLockTilingScale, StylesBaseLit.lockWithTilingRateText);
EditorGUI.indentLevel--;
}
if ((DisplacementMode)displacementMode.floatValue != DisplacementMode.None)
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(displacementLockObjectScale, StylesBaseLit.lockWithObjectScaleText);
m_MaterialEditor.ShaderProperty(displacementLockTilingScale, StylesBaseLit.lockWithTilingRateText);
EditorGUI.indentLevel--;
}
if ((DisplacementMode)displacementMode.floatValue == DisplacementMode.Pixel)
{
EditorGUILayout.Space();
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(ppdMinSamples, StylesBaseLit.ppdMinSamplesText);
m_MaterialEditor.ShaderProperty(ppdMaxSamples, StylesBaseLit.ppdMaxSamplesText);
ppdMinSamples.floatValue = Mathf.Min(ppdMinSamples.floatValue, ppdMaxSamples.floatValue);
m_MaterialEditor.ShaderProperty(ppdLodThreshold, StylesBaseLit.ppdLodThresholdText);
m_MaterialEditor.ShaderProperty(ppdPrimitiveLength, StylesBaseLit.ppdPrimitiveLength);
ppdPrimitiveLength.floatValue = Mathf.Max(0.01f, ppdPrimitiveLength.floatValue);
m_MaterialEditor.ShaderProperty(ppdPrimitiveWidth, StylesBaseLit.ppdPrimitiveWidth);
ppdPrimitiveWidth.floatValue = Mathf.Max(0.01f, ppdPrimitiveWidth.floatValue);
invPrimScale.vectorValue = new Vector4(1.0f / ppdPrimitiveLength.floatValue, 1.0f / ppdPrimitiveWidth.floatValue); // Precompute
m_MaterialEditor.ShaderProperty(depthOffsetEnable, StylesBaseLit.depthOffsetEnableText);
EditorGUI.indentLevel--;
if ((DisplacementMode)displacementMode.floatValue == DisplacementMode.Pixel)
{
EditorGUILayout.Space();
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(ppdMinSamples, StylesBaseLit.ppdMinSamplesText);
m_MaterialEditor.ShaderProperty(ppdMaxSamples, StylesBaseLit.ppdMaxSamplesText);
ppdMinSamples.floatValue = Mathf.Min(ppdMinSamples.floatValue, ppdMaxSamples.floatValue);
m_MaterialEditor.ShaderProperty(ppdLodThreshold, StylesBaseLit.ppdLodThresholdText);
m_MaterialEditor.ShaderProperty(ppdPrimitiveLength, StylesBaseLit.ppdPrimitiveLength);
ppdPrimitiveLength.floatValue = Mathf.Max(0.01f, ppdPrimitiveLength.floatValue);
m_MaterialEditor.ShaderProperty(ppdPrimitiveWidth, StylesBaseLit.ppdPrimitiveWidth);
ppdPrimitiveWidth.floatValue = Mathf.Max(0.01f, ppdPrimitiveWidth.floatValue);
invPrimScale.vectorValue = new Vector4(1.0f / ppdPrimitiveLength.floatValue, 1.0f / ppdPrimitiveWidth.floatValue); // Precompute
m_MaterialEditor.ShaderProperty(depthOffsetEnable, StylesBaseLit.depthOffsetEnableText);
EditorGUI.indentLevel--;
}
}
EditorGUI.indentLevel--;

protected override void VertexAnimationPropertiesGUI()
{
if (windEnable == null)
return;
EditorGUILayout.LabelField(StylesBaseLit.vertexAnimation, EditorStyles.boldLabel);
EditorGUI.indentLevel++;

// Set the reference value for the stencil test.
int stencilRef = (int)StencilLightingUsage.RegularLighting;
if ((int)material.GetFloat(kMaterialID) == (int)BaseLitGUI.MaterialId.LitSSS)
if (material.HasProperty(kMaterialID) && (int)material.GetFloat(kMaterialID) == (int)BaseLitGUI.MaterialId.LitSSS)
{
stencilRef = (int)StencilLightingUsage.SplitLighting;
}

material.SetInt(kStencilRefMV, (int)HDRenderPipeline.StencilBitMask.ObjectVelocity);
material.SetInt(kStencilWriteMaskMV, (int)HDRenderPipeline.StencilBitMask.ObjectVelocity);
bool enableDisplacement = (DisplacementMode)material.GetFloat(kDisplacementMode) != DisplacementMode.None;
bool enableVertexDisplacement = (DisplacementMode)material.GetFloat(kDisplacementMode) == DisplacementMode.Vertex;
bool enablePixelDisplacement = (DisplacementMode)material.GetFloat(kDisplacementMode) == DisplacementMode.Pixel;
bool enableTessellationDisplacement = ((DisplacementMode)material.GetFloat(kDisplacementMode) == DisplacementMode.Tessellation) && material.HasProperty(kTessellationMode);
if (material.HasProperty(kDisplacementMode))
{
bool enableDisplacement = (DisplacementMode)material.GetFloat(kDisplacementMode) != DisplacementMode.None;
bool enableVertexDisplacement = (DisplacementMode)material.GetFloat(kDisplacementMode) == DisplacementMode.Vertex;
bool enablePixelDisplacement = (DisplacementMode)material.GetFloat(kDisplacementMode) == DisplacementMode.Pixel;
bool enableTessellationDisplacement = ((DisplacementMode)material.GetFloat(kDisplacementMode) == DisplacementMode.Tessellation) && material.HasProperty(kTessellationMode);
CoreUtils.SetKeyword(material, "_VERTEX_DISPLACEMENT", enableVertexDisplacement);
CoreUtils.SetKeyword(material, "_PIXEL_DISPLACEMENT", enablePixelDisplacement);
// Only set if tessellation exist
CoreUtils.SetKeyword(material, "_TESSELLATION_DISPLACEMENT", enableTessellationDisplacement);
CoreUtils.SetKeyword(material, "_VERTEX_DISPLACEMENT", enableVertexDisplacement);
CoreUtils.SetKeyword(material, "_PIXEL_DISPLACEMENT", enablePixelDisplacement);
// Only set if tessellation exist
CoreUtils.SetKeyword(material, "_TESSELLATION_DISPLACEMENT", enableTessellationDisplacement);
bool displacementLockObjectScale = material.GetFloat(kDisplacementLockObjectScale) > 0.0;
bool displacementLockTilingScale = material.GetFloat(kDisplacementLockTilingScale) > 0.0;
// Tessellation reuse vertex flag.
CoreUtils.SetKeyword(material, "_VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE", displacementLockObjectScale && (enableVertexDisplacement || enableTessellationDisplacement));
CoreUtils.SetKeyword(material, "_PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE", displacementLockObjectScale && enablePixelDisplacement);
CoreUtils.SetKeyword(material, "_DISPLACEMENT_LOCK_TILING_SCALE", displacementLockTilingScale && enableDisplacement);
bool displacementLockObjectScale = material.GetFloat(kDisplacementLockObjectScale) > 0.0;
bool displacementLockTilingScale = material.GetFloat(kDisplacementLockTilingScale) > 0.0;
// Tessellation reuse vertex flag.
CoreUtils.SetKeyword(material, "_VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE", displacementLockObjectScale && (enableVertexDisplacement || enableTessellationDisplacement));
CoreUtils.SetKeyword(material, "_PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE", displacementLockObjectScale && enablePixelDisplacement);
CoreUtils.SetKeyword(material, "_DISPLACEMENT_LOCK_TILING_SCALE", displacementLockTilingScale && enableDisplacement);
bool windEnabled = material.GetFloat(kWindEnabled) > 0.0f;
CoreUtils.SetKeyword(material, "_VERTEX_WIND", windEnabled);
// Depth offset is only enabled if per pixel displacement is
bool depthOffsetEnable = (material.GetFloat(kDepthOffsetEnable) > 0.0f) && enablePixelDisplacement;
CoreUtils.SetKeyword(material, "_DEPTHOFFSET_ON", depthOffsetEnable);
}
// Depth offset is only enabled if per pixel displacement is
bool depthOffsetEnable = (material.GetFloat(kDepthOffsetEnable) > 0.0f) && enablePixelDisplacement;
CoreUtils.SetKeyword(material, "_DEPTHOFFSET_ON", depthOffsetEnable);
bool windEnabled = material.HasProperty(kWindEnabled) && material.GetFloat(kWindEnabled) > 0.0f;
CoreUtils.SetKeyword(material, "_VERTEX_WIND", windEnabled);
if (material.HasProperty(kTessellationMode))
{

// Use negation so we don't create keyword by default
CoreUtils.SetKeyword(material, "_DISABLE_DBUFFER", material.GetFloat(kSupportDBuffer) == 0.0);
CoreUtils.SetKeyword(material, "_ENABLE_GEOMETRIC_SPECULAR_AA", material.GetFloat(kEnableGeometricSpecularAA) == 1.0);
CoreUtils.SetKeyword(material, "_ENABLE_GEOMETRIC_SPECULAR_AA", material.HasProperty(kEnableGeometricSpecularAA) && material.GetFloat(kEnableGeometricSpecularAA) == 1.0);
}
static public void SetupBaseLitMaterialPass(Material material)

25
com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Unlit/BaseUnlitUI.cs


// See comment in LitProperties.hlsl
const string kEmissionColor = "_EmissionColor";
bool m_ShowBlendModePopup = true;
protected virtual bool showBlendModePopup { get { return m_ShowBlendModePopup; } }
protected virtual SurfaceType defaultSurfaceType { get { return SurfaceType.Opaque; } }
protected virtual bool showBlendModePopup { get { return true; } }
// The following set of functions are call by the ShaderGraph
// It will allow to display our common parameters + setup keyword correctly for them

protected virtual void FindBaseMaterialProperties(MaterialProperty[] props)
{
// Everything is optional (except surface type) so users that derive from this class can decide what they expose or not
surfaceType = FindProperty(kSurfaceType, props);
surfaceType = FindProperty(kSurfaceType, props, false);
alphaCutoffEnable = FindProperty(kAlphaCutoffEnabled, props, false);
alphaCutoff = FindProperty(kAlphaCutoff, props, false);

enableMotionVectorForVertexAnimation = FindProperty(kEnableMotionVectorForVertexAnimation, props, false);
}
protected SurfaceType surfaceTypeValue
{
get { return surfaceType != null ? (SurfaceType)surfaceType.floatValue : defaultSurfaceType; }
}
if (surfaceType == null)
return;
EditorGUI.showMixedValue = surfaceType.hasMixedValue;
var mode = (SurfaceType)surfaceType.floatValue;

EditorGUI.indentLevel++;
SurfaceTypePopup();
if ((SurfaceType)surfaceType.floatValue == SurfaceType.Transparent)
if (surfaceTypeValue == SurfaceType.Transparent)
{
if (blendMode != null && showBlendModePopup)
BlendModePopup();

// With transparent object and few specific materials like Hair, we need more control on the cutoff to apply
// This allow to get a better sorting (with prepass), better shadow (better silhouettes fidelity) etc...
if ((SurfaceType)surfaceType.floatValue == SurfaceType.Transparent)
if (surfaceTypeValue == SurfaceType.Transparent)
{
if (alphaCutoffShadow != null)
{

EditorGUI.indentLevel--;
}
if (transparentBackfaceEnable != null && ((SurfaceType)surfaceType.floatValue == SurfaceType.Transparent))
if (transparentBackfaceEnable != null && (surfaceTypeValue == SurfaceType.Transparent))
if (transparentSortPriority != null && ((SurfaceType)surfaceType.floatValue == SurfaceType.Transparent))
if (transparentSortPriority != null && (surfaceTypeValue == SurfaceType.Transparent))
{
EditorGUI.BeginChangeCheck();
m_MaterialEditor.ShaderProperty(transparentSortPriority, StylesBaseUnlit.transparentSortPriorityText);

bool alphaTestEnable = material.HasProperty(kAlphaCutoffEnabled) && material.GetFloat(kAlphaCutoffEnabled) > 0.0f;
CoreUtils.SetKeyword(material, "_ALPHATEST_ON", alphaTestEnable);
SurfaceType surfaceType = (SurfaceType)material.GetFloat(kSurfaceType);
SurfaceType surfaceType = material.HasProperty(kSurfaceType) ? (SurfaceType)material.GetFloat(kSurfaceType) : SurfaceType.Opaque;
CoreUtils.SetKeyword(material, "_SURFACE_TYPE_TRANSPARENT", surfaceType == SurfaceType.Transparent);
bool enableBlendModePreserveSpecularLighting = (surfaceType == SurfaceType.Transparent) && material.HasProperty(kEnableBlendModePreserveSpecularLighting) && material.GetFloat(kEnableBlendModePreserveSpecularLighting) > 0.0f;

2
com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDAssetFactory.cs


newAsset.defaultDiffuseMaterial = Load<Material>(HDRenderPipelinePath + "RenderPipelineResources/DefaultHDMaterial.mat");
newAsset.defaultMirrorMaterial = Load<Material>(HDRenderPipelinePath + "RenderPipelineResources/DefaultHDMirrorMaterial.mat");
newAsset.defaultTerrainMaterial = Load<Material>(HDRenderPipelinePath + "RenderPipelineResources/DefaultHDTerrainMaterial.mat");
newAsset.defaultShader = Load<Shader>(HDRenderPipelinePath + "Material/Lit/Lit.shader");
newAsset.debugFontTexture = Load<Texture2D>(HDRenderPipelinePath + "RenderPipelineResources/DebugFont.tga");

4
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitDataMeshModification.hlsl


return ComputePerVertexDisplacement(layerTexCoord, vertexColor, lod) * normalWS;
}
void ApplyPreVertexModification(inout AttributesMesh input)
{
}
// Note: positionWS can be either in camera relative space or not
void ApplyVertexModification(AttributesMesh input, float3 normalWS, inout float3 positionRWS, float4 time)
{

2
com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipelineAsset.cs


public override Material GetDefaultTerrainMaterial()
{
return null;
return m_RenderPipelineResources.defaultTerrainMaterial;
}
public override Material GetDefaultUIMaterial()

82
com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/HDRenderPipelineResources.asset


m_Name: HDRenderPipelineResources
m_EditorClassIdentifier:
version: 1
defaultDiffuseMaterial: {fileID: 2100000, guid: 73c176f402d2c2f4d929aa5da7585d17,
type: 2}
defaultMirrorMaterial: {fileID: 2100000, guid: 6b17274157b33bc45b6a40e7d4ff51fe,
type: 2}
defaultDecalMaterial: {fileID: 2100000, guid: 500e733574922d04ea961553b1b26a63,
type: 2}
defaultDiffuseMaterial: {fileID: 2100000, guid: 73c176f402d2c2f4d929aa5da7585d17, type: 2}
defaultMirrorMaterial: {fileID: 2100000, guid: 6b17274157b33bc45b6a40e7d4ff51fe, type: 2}
defaultDecalMaterial: {fileID: 2100000, guid: 500e733574922d04ea961553b1b26a63, type: 2}
defaultTerrainMaterial: {fileID: 2100000, guid: 22ff8771d87ef27429e670136399094b, type: 2}
debugDisplayLatlongShader: {fileID: 4800000, guid: c1d1d149a043a5349ba367da6c2051ba,
type: 3}
debugViewMaterialGBufferShader: {fileID: 4800000, guid: 439949ea1bfa91b4ba0d04269fcde33d,
type: 3}
debugViewTilesShader: {fileID: 4800000, guid: c7c2bd17b06ceb4468e14081aaf1b96f,
type: 3}
debugFullScreenShader: {fileID: 4800000, guid: e874aca2df8300a488258738c31f85cf,
type: 3}
debugColorPickerShader: {fileID: 4800000, guid: 8137b807709e178498f22ed710864bb0,
type: 3}
debugDisplayLatlongShader: {fileID: 4800000, guid: c1d1d149a043a5349ba367da6c2051ba, type: 3}
debugViewMaterialGBufferShader: {fileID: 4800000, guid: 439949ea1bfa91b4ba0d04269fcde33d, type: 3}
debugViewTilesShader: {fileID: 4800000, guid: c7c2bd17b06ceb4468e14081aaf1b96f, type: 3}
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debugColorPickerShader: {fileID: 4800000, guid: 8137b807709e178498f22ed710864bb0, type: 3}
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buildScreenAABBShader: {fileID: 7200000, guid: 728dce960f8a9c44bbc3abb3b851d8f6,
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buildPerTileLightListShader: {fileID: 7200000, guid: 65af3444cbf4b3747a4dead7ee00cfee,
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buildPerVoxelLightListShader: {fileID: 7200000, guid: 0bb1b7e0ddcd5c44baf3ddc7456eb196,
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deferredComputeShader: {fileID: 7200000, guid: 0b64f79746d2daf4198eaf6eab9af259,
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screenSpaceShadowComputeShader: {fileID: 7200000, guid: 3e6900e06dc185a4380af4dacb4db0a4,
type: 3}
volumeVoxelizationCS: {fileID: 7200000, guid: c20b371db720da244b73830ec74a343a,
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volumetricLightingCS: {fileID: 7200000, guid: b4901a10df2d1e24282725e9fbc77c97,
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subsurfaceScatteringCS: {fileID: 7200000, guid: b06a7993621def248addd55d0fe931b1,
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buildDispatchIndirectShader: {fileID: 7200000, guid: 4eb1b418be7044c40bb5200496c50f14, type: 3}
buildScreenAABBShader: {fileID: 7200000, guid: 728dce960f8a9c44bbc3abb3b851d8f6, type: 3}
buildPerTileLightListShader: {fileID: 7200000, guid: 65af3444cbf4b3747a4dead7ee00cfee, type: 3}
buildPerBigTileLightListShader: {fileID: 7200000, guid: 5ee1f9d6e09abe045b2f5e0b784b9072, type: 3}
buildPerVoxelLightListShader: {fileID: 7200000, guid: 0bb1b7e0ddcd5c44baf3ddc7456eb196, type: 3}
buildMaterialFlagsShader: {fileID: 7200000, guid: fb3eda953cd6e634e877fb777be2cd08, type: 3}
deferredComputeShader: {fileID: 7200000, guid: 0b64f79746d2daf4198eaf6eab9af259, type: 3}
screenSpaceShadowComputeShader: {fileID: 7200000, guid: 3e6900e06dc185a4380af4dacb4db0a4, type: 3}
volumeVoxelizationCS: {fileID: 7200000, guid: c20b371db720da244b73830ec74a343a, type: 3}
volumetricLightingCS: {fileID: 7200000, guid: b4901a10df2d1e24282725e9fbc77c97, type: 3}
subsurfaceScatteringCS: {fileID: 7200000, guid: b06a7993621def248addd55d0fe931b1, type: 3}
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combineLighting: {fileID: 4800000, guid: 2e37131331fbdca449b1a2bc47a639ca, type: 3}
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copyStencilBuffer: {fileID: 4800000, guid: 3d1574f1cdfa0ce4995f9bc79ed7f8ec, type: 3}

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computeGgxIblSampleData: {fileID: 7200000, guid: 764a24bb47ef5ba4781d9ae82ca07445, type: 3}
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debugShadowMapShader: {fileID: 4800000, guid: ee25e539f5594f44085e0a9000c15d9b,
type: 3}
debugShadowMapShader: {fileID: 4800000, guid: ee25e539f5594f44085e0a9000c15d9b, type: 3}

1
com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/RenderPipelineResources.cs


public Material defaultDiffuseMaterial;
public Material defaultMirrorMaterial;
public Material defaultDecalMaterial;
public Material defaultTerrainMaterial;
public Shader defaultShader;
// Debug

1
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassVelocity.hlsl


return normalize(mul((float3x3)unity_MatrixPreviousM, normalOS));
#else
// Normal need to be multiply by inverse transpose
// mul(IT_M, norm) => mul(norm, I_M) => {dot(norm, I_M.col0), dot(norm, I_M.col1), dot(norm, I_M.col2)}
return normalize(mul(normalOS, (float3x3)unity_MatrixPreviousMI));
#endif
}

9
com.unity.render-pipelines.high-definition/HDRP/ShaderPass/VertMesh.hlsl


#endif
// TODO: Here we will also have all the vertex deformation (GPU skinning, vertex animation, morph target...) or we will need to generate a compute shaders instead (better! but require work to deal with unpacking like fp16)
VaryingsMeshType VertMesh(AttributesMesh input)
// Make it inout so that VelocityPass can get the modified input values later.
VaryingsMeshType VertMesh(inout AttributesMesh input)
{
#if defined(HAVE_MESH_MODIFICATION)
input = ApplyMeshModification(input);

UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
#if defined(HAVE_VERTEX_MODIFICATION)
ApplyPreVertexModification(input);
#endif
// This return the camera relative position (if enable)
float3 positionRWS = TransformObjectToWorld(input.positionOS);
#ifdef ATTRIBUTES_NEED_NORMAL

#endif
#ifdef ATTRIBUTES_NEED_TANGENT
float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w);
float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w);
#endif
// Do vertex modification in camera relative space (if enable)

22
com.unity.render-pipelines.lightweight/LWRP/Shaders/Terrain/LightweightStandardTerrain.shader


#pragma target 3.0
#pragma vertex SplatmapVert
#pragma fragment SpatmapFragment
#pragma fragment SplatmapFragment
#define _METALLICSPECGLOSSMAP 1
#define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1

#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
#pragma multi_compile __ _TERRAIN_NORMAL_MAP
#pragma shader_feature _NORMALMAP
#include "LWRP/ShaderLibrary/Terrain/InputSurfaceTerrain.hlsl"
#include "LWRP/ShaderLibrary/Terrain/LightweightPassLitTerrain.hlsl"

#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "LWRP/ShaderLibrary/InputSurfacePBR.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl"
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
#include "LWRP/ShaderLibrary/Terrain/InputSurfaceTerrain.hlsl"
#include "LWRP/ShaderLibrary/Terrain/LightweightPassLitTerrain.hlsl"
ENDHLSL
}

#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
#include "LWRP/ShaderLibrary/InputSurfacePBR.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl"
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
#include "LWRP/ShaderLibrary/Terrain/InputSurfaceTerrain.hlsl"
#include "LWRP/ShaderLibrary/Terrain/LightweightPassLitTerrain.hlsl"
UsePass "Hidden/Nature/Terrain/Picking/TERRAINPICKING"
}
Dependency "AddPassShader" = "Hidden/LightweightPipeline/Terrain/Standard Terrain Add Pass"
Dependency "BaseMapShader" = "Hidden/LightweightPipeline/Terrain/Standard Terrain Base"

6
com.unity.render-pipelines.lightweight/LWRP/Shaders/Terrain/LightweightStandardTerrainAddPass.shader


#pragma target 3.0
#pragma vertex SplatmapVert
#pragma fragment SpatmapFragment
#pragma fragment SplatmapFragment
// -------------------------------------
// Lightweight Pipeline keywords

#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
#pragma multi_compile __ _TERRAIN_NORMAL_MAP
#pragma shader_feature _NORMALMAP
#define TERRAIN_SPLAT_ADDPASS 1
#include "LWRP/ShaderLibrary/Terrain/InputSurfaceTerrain.hlsl"

34
com.unity.render-pipelines.lightweight/LWRP/Shaders/Terrain/LightweightStandardTerrainBase.shader


#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
//--------------------------------------
// GPU Instancing
#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
#pragma vertex LitPassVertex
#pragma fragment LitPassFragment
#pragma vertex SplatmapVert
#pragma fragment SplatmapFragment
#pragma shader_feature _NORMALMAP
#define TERRAIN_SPLAT_BASEPASS 1
#include "LWRP/ShaderLibrary/Terrain/InputSurfaceTerrainBase.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassLit.hlsl"
#include "LWRP/ShaderLibrary/Terrain/InputSurfaceTerrain.hlsl"
#include "LWRP/ShaderLibrary/Terrain/LightweightPassLitTerrain.hlsl"
ENDHLSL
}

#pragma exclude_renderers d3d11_9x
#pragma target 2.0
//--------------------------------------
// GPU Instancing
#define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
#include "LWRP/ShaderLibrary/Terrain/InputSurfaceTerrainBase.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassShadow.hlsl"
#include "LWRP/ShaderLibrary/Terrain/InputSurfaceTerrain.hlsl"
#include "LWRP/ShaderLibrary/Terrain/LightweightPassLitTerrain.hlsl"
ENDHLSL
}

#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
#define _METALLICSPECGLOSSMAP 1
#define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1
//--------------------------------------
// GPU Instancing
#pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap
#include "LWRP/ShaderLibrary/Terrain/InputSurfaceTerrainBase.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl"
#include "LWRP/ShaderLibrary/Terrain/InputSurfaceTerrain.hlsl"
#include "LWRP/ShaderLibrary/Terrain/LightweightPassLitTerrain.hlsl"
ENDHLSL
}

ENDHLSL
}
UsePass "Hidden/Nature/Terrain/Picking/TERRAINPICKING"
}
FallBack "Hidden/InternalErrorShader"
CustomEditor "LightweightStandardGUI"

2
com.unity.render-pipelines.high-definition/HDRP/Editor/Material/TerrainLit/TerrainLitUI.cs.meta


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8
com.unity.render-pipelines.high-definition/HDRP/Editor/Material/TerrainLit.meta


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com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit.meta


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43
com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDTerrainMaterial.mat


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m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: DefaultHDTerrainMaterial
m_Shader: {fileID: 4800000, guid: eb607f5e8fc16e140b732f33d26c8c31, type: 3}
m_ShaderKeywords: _TERRAIN_INSTANCED_PERPIXEL_NORMAL
m_LightmapFlags: 4
m_EnableInstancingVariants: 1
m_DoubleSidedGI: 0
m_CustomRenderQueue: 2000
stringTagMap: {}
disabledShaderPasses: []
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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
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- _DoubleSidedNormalMode: 1
- _EnableInstancedPerPixelNormal: 1
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- _StencilRefMV: 128
- _StencilWriteMask: 7
- _StencilWriteMaskMV: 128
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m_Colors:
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- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}

8
com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDTerrainMaterial.mat.meta


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9
com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLit.shader.meta


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com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitData.hlsl.meta


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com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitData_Basemap.hlsl.meta


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com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitSharePass.hlsl.meta


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com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitSplatCommon.hlsl.meta


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com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLit_Basemap.shader.meta


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com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLit_Basemap_Gen.shader.meta


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/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/TerrainLit → /com.unity.render-pipelines.high-definition/HDRP/Editor/Material/TerrainLit

/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/TerrainLit/TerrainLitDataMeshModification.hlsl → /com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitDataMeshModification.hlsl

/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/TerrainLit/TerrainLitSharePass.hlsl → /com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitSharePass.hlsl

/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/TerrainLit/TerrainLit.shader → /com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLit.shader

/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/TerrainLit/TerrainLitData.hlsl → /com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitData.hlsl

/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/TerrainLit/TerrainLitData_Basemap.hlsl → /com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitData_Basemap.hlsl

/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/TerrainLit/TerrainLit_Basemap.shader → /com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLit_Basemap.shader

/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/TerrainLit/TerrainLit_Basemap_Gen.shader → /com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLit_Basemap_Gen.shader

/ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/TerrainLit/TerrainLitSplatCommon.hlsl → /com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit/TerrainLitSplatCommon.hlsl

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