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Merge branch 'master' into ssao-test

/Branch_Batching2
sebastienlagarde 8 年前
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3ccea10f
共有 12 个文件被更改,包括 430 次插入1063 次删除
  1. 5
      Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Assets/LDPipe_CommonAssets/Materials/LDpipe_targetTex.mat
  2. 3
      Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Assets/LDPipe_Shader/LDPipe_LitMat_06_All.mat
  3. 3
      Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Assets/LDPipe_Shader/LDPipe_LitMat_Reflection_Cube.mat
  4. 4
      Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Scenes/Camera/LDPipe_Camera_TargetTexture.unity
  5. 2
      Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Scenes/Shaders/LDPipe_LitBakedEmission.unity
  6. 47
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  7. 5
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset
  8. 3
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs
  9. 9
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/TestScenes/Materials/LDRenderPipeMaterials/LDSpecularSphere0.mat
  10. 999
      ImageTemplates/LowEndMobilePipeline/Scenes/Shaders/LDPipe_LitBakedEmission.unity.png
  11. 405
      Assets/EmissionTest.unity
  12. 8
      Assets/EmissionTest.unity.meta

5
Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Assets/LDPipe_CommonAssets/Materials/LDpipe_targetTex.mat


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3
Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Assets/LDPipe_Shader/LDPipe_LitMat_06_All.mat


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3
Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Assets/LDPipe_Shader/LDPipe_LitMat_Reflection_Cube.mat


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4
Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Scenes/Camera/LDPipe_Camera_TargetTexture.unity


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2
Assets/GraphicsTests/RenderPipeline/LowEndMobilePipeline/Scenes/Shaders/LDPipe_LitBakedEmission.unity


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47
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


{
base.Dispose();
if (m_LightLoop != null)
m_LightLoop.Cleanup();
m_LightLoop.Cleanup();
m_LitRenderLoop.Cleanup();

// the below buffer which is bad. Best is to have a set of buffer for each camera that is persistent and reallocate resource if need
// For now consider we have only one camera that go to this code, the main one.
m_SkyManager.skySettings = m_Asset.skySettingsToUse;
m_SkyManager.Resize(camera.nearClipPlane, camera.farClipPlane); // TODO: Also a bad naming, here we just want to realloc texture if skyparameters change (usefull for lookdev)
if (m_LightLoop == null)
return;
m_SkyManager.Resize(camera.nearClipPlane, camera.farClipPlane); // TODO: Also a bad naming, here we just want to realloc texture if skyparameters change (useful for lookdev)
bool resolutionChanged = camera.pixelWidth != m_CurrentWidth || camera.pixelHeight != m_CurrentHeight;

m_LitRenderLoop.RenderInit(renderContext);
// Do anything we need to do upon a new frame.
if (m_LightLoop != null)
m_LightLoop.NewFrame();
m_LightLoop.NewFrame();
m_Asset.ApplyDebugDisplaySettings();
m_Asset.UpdateCommonSettings();

}
else
{
if (m_LightLoop != null)
using (new Utilities.ProfilingSample("Build Light list and render shadows", renderContext))
using (new Utilities.ProfilingSample("Build Light list and render shadows", renderContext))
{
// TODO: Everything here (SSAO, Shadow, Build light list, material and light classification can be parallelize with Async compute)
m_SsaoEffect.Render(m_Asset.ssaoSettingsToUse, hdCamera, renderContext, GetDepthTexture(), m_Asset.renderingSettings.useForwardRenderingOnly);
m_LightLoop.PrepareLightsForGPU(m_Asset.shadowSettings, cullResults, camera);
m_LightLoop.RenderShadows(renderContext, cullResults);
renderContext.SetupCameraProperties(camera); // Need to recall SetupCameraProperties after m_ShadowPass.Render
m_LightLoop.BuildGPULightLists(camera, renderContext, m_CameraDepthStencilBufferRT);
}
// TODO: Everything here (SSAO, Shadow, Build light list, material and light classification can be parallelize with Async compute)
m_SsaoEffect.Render(m_Asset.ssaoSettingsToUse, hdCamera, renderContext, GetDepthTexture(), m_Asset.renderingSettings.useForwardRenderingOnly);
m_LightLoop.PrepareLightsForGPU(m_Asset.shadowSettings, cullResults, camera);
m_LightLoop.RenderShadows(renderContext, cullResults);
renderContext.SetupCameraProperties(camera); // Need to recall SetupCameraProperties after m_ShadowPass.Render
m_LightLoop.BuildGPULightLists(camera, renderContext, m_CameraDepthStencilBufferRT);
}
PushGlobalParams(hdCamera, renderContext, m_Asset.sssSettings);

void RenderDeferredLighting(HDCamera hdCamera, ScriptableRenderContext renderContext)
{
if (m_Asset.renderingSettings.ShouldUseForwardRenderingOnly() || m_LightLoop == null)
if (m_Asset.renderingSettings.ShouldUseForwardRenderingOnly())
{
return;
}

void UpdateSkyEnvironment(HDCamera hdCamera, ScriptableRenderContext renderContext)
{
m_SkyManager.UpdateEnvironment(hdCamera, m_LightLoop == null ? null : m_LightLoop.GetCurrentSunLight(), renderContext);
m_SkyManager.UpdateEnvironment(hdCamera,m_LightLoop.GetCurrentSunLight(), renderContext);
m_SkyManager.RenderSky(hdCamera, m_LightLoop == null ? null : m_LightLoop.GetCurrentSunLight(), m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, renderContext);
m_SkyManager.RenderSky(hdCamera, m_LightLoop.GetCurrentSunLight(), m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, renderContext);
}
public Texture2D ExportSkyToTexture()

void RenderLightingDebug(HDCamera camera, ScriptableRenderContext renderContext, RenderTargetIdentifier colorBuffer)
{
if (m_LightLoop != null)
m_LightLoop.RenderLightingDebug(camera, renderContext, colorBuffer);
m_LightLoop.RenderLightingDebug(camera, renderContext, colorBuffer);
}
void RenderForward(CullResults cullResults, Camera camera, ScriptableRenderContext renderContext, bool renderOpaque)

{
Utilities.SetRenderTarget(renderContext, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT);
if (m_LightLoop != null)
m_LightLoop.RenderForward(camera, renderContext, renderOpaque);
m_LightLoop.RenderForward(camera, renderContext, renderOpaque);
if (renderOpaque)
{

{
Utilities.SetRenderTarget(renderContext, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT);
if (m_LightLoop != null)
m_LightLoop.RenderForward(camera, renderContext, true);
m_LightLoop.RenderForward(camera, renderContext, true);
RenderOpaqueRenderList(cullResults, camera, renderContext, passName, Utilities.kRendererConfigurationBakedLighting);
}

renderContext.ExecuteCommandBuffer(debugCB);
if (m_LightLoop != null)
m_LightLoop.RenderDebugOverlay(camera, renderContext, debugDisplaySettings, ref x, ref y, overlaySize, camera.pixelWidth);
m_LightLoop.RenderDebugOverlay(camera, renderContext, debugDisplaySettings, ref x, ref y, overlaySize, camera.pixelWidth);
}
void InitAndClearBuffer(Camera camera, ScriptableRenderContext renderContext)

5
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset


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3
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs


}
}
bool depthOffsetEnable = material.GetFloat(kDepthOffsetEnable) > 0.0f;
// Depth offset is only enabled if per pixel displacement is
bool depthOffsetEnable = (material.GetFloat(kDepthOffsetEnable) > 0.0f) && (material.GetFloat(kEnablePerPixelDisplacement) > 0.0f);
SetKeyword(material, "_DEPTHOFFSET_ON", depthOffsetEnable);
// Set the reference value for the stencil test.

9
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/TestScenes/Materials/LDRenderPipeMaterials/LDSpecularSphere0.mat


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999
ImageTemplates/LowEndMobilePipeline/Scenes/Shaders/LDPipe_LitBakedEmission.unity.png
文件差异内容过多而无法显示
查看文件

405
Assets/EmissionTest.unity


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