浏览代码

Merge branch 'master' into ssao-test

/Branch_Batching2
sebastienlagarde 7 年前
当前提交
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


m_PrefabInternal: {fileID: 0}
m_Name: LDpipe_targetTex
m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3}
m_ShaderKeywords: _EMISSION_MAP _SPECULAR_COLOR
m_LightmapFlags: 4
m_ShaderKeywords: _EMISSION _SPECULAR_COLOR
m_LightmapFlags: 1
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []

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


m_PrefabInternal: {fileID: 0}
m_Name: LDPipe_LitMat_06_All
m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3}
m_ShaderKeywords: _EMISSION_MAP _NORMALMAP _SPECGLOSSMAP_BASE_ALPHA
m_ShaderKeywords: _EMISSION _NORMALMAP _SPECGLOSSMAP_BASE_ALPHA
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []

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


m_PrefabInternal: {fileID: 0}
m_Name: LDPipe_LitMat_Reflection_Cube
m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3}
m_ShaderKeywords: _CUBEMAP_REFLECTION _REFLECTION_CUBEMAP _SPECULAR_COLOR
m_ShaderKeywords: _REFLECTION_CUBEMAP _SPECULAR_COLOR
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []

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


manualTileSize: 0
tileSize: 256
accuratePlacement: 0
debug:
m_Flags: 0
m_NavMeshData: {fileID: 0}
--- !u!1 &952102529
GameObject:

m_Enabled: 1
m_CastShadows: 1
m_ReceiveShadows: 1
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1

m_Enabled: 1
m_CastShadows: 1
m_ReceiveShadows: 1
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1

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


m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0
m_ShadowAngle: 5
m_ShadowAngle: 1
--- !u!4 &1161206972
Transform:
m_ObjectHideFlags: 0

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


m_ShadowCascadeSplit2: 0.3
m_ShadowNearPlaneOffset: 5
m_SkySettings: {fileID: 0}
m_DefaultDiffuseMaterial: {fileID: 0}
m_DefaultShader: {fileID: 0}
m_DefaultDiffuseMaterial: {fileID: 2100000, guid: 73c176f402d2c2f4d929aa5da7585d17,
type: 2}
m_DefaultShader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}

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


m_PrefabInternal: {fileID: 0}
m_Name: LDSpecularSphere0
m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3}
m_ShaderKeywords: _GLOSSINESS_FROM_BASE_ALPHA _SPECULAR_COLOR
m_ShaderKeywords: _SPECULAR_COLOR
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []

- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _Cube:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}

- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _ReflectionSource: 0
- _Shininess: 1
- _SmoothnessTextureChannel: 0
- _SpecSource: 0
- _SpecularHighlights: 1

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


%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!29 &1
OcclusionCullingSettings:
m_ObjectHideFlags: 0
serializedVersion: 2
m_OcclusionBakeSettings:
smallestOccluder: 5
smallestHole: 0.25
backfaceThreshold: 100
m_SceneGUID: 00000000000000000000000000000000
m_OcclusionCullingData: {fileID: 0}
--- !u!104 &2
RenderSettings:
m_ObjectHideFlags: 0
serializedVersion: 8
m_Fog: 0
m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
m_FogMode: 3
m_FogDensity: 0.01
m_LinearFogStart: 0
m_LinearFogEnd: 300
m_AmbientSkyColor: {r: 0.212, g: 0.227, b: 0.259, a: 1}
m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1}
m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1}
m_AmbientIntensity: 1
m_AmbientMode: 0
m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1}
m_SkyboxMaterial: {fileID: 10304, guid: 0000000000000000f000000000000000, type: 0}
m_HaloStrength: 0.5
m_FlareStrength: 1
m_FlareFadeSpeed: 3
m_HaloTexture: {fileID: 0}
m_SpotCookie: {fileID: 10001, guid: 0000000000000000e000000000000000, type: 0}
m_DefaultReflectionMode: 0
m_DefaultReflectionResolution: 128
m_ReflectionBounces: 1
m_ReflectionIntensity: 1
m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 0}
m_IndirectSpecularColor: {r: 0.17276844, g: 0.21589246, b: 0.2978263, a: 1}
--- !u!157 &3
LightmapSettings:
m_ObjectHideFlags: 0
serializedVersion: 11
m_GIWorkflowMode: 1
m_GISettings:
serializedVersion: 2
m_BounceScale: 1
m_IndirectOutputScale: 1
m_AlbedoBoost: 1
m_TemporalCoherenceThreshold: 1
m_EnvironmentLightingMode: 0
m_EnableBakedLightmaps: 1
m_EnableRealtimeLightmaps: 1
m_LightmapEditorSettings:
serializedVersion: 9
m_Resolution: 2
m_BakeResolution: 40
m_TextureWidth: 1024
m_TextureHeight: 1024
m_AO: 0
m_AOMaxDistance: 1
m_CompAOExponent: 1
m_CompAOExponentDirect: 0
m_Padding: 2
m_LightmapParameters: {fileID: 0}
m_LightmapsBakeMode: 1
m_TextureCompression: 1
m_FinalGather: 0
m_FinalGatherFiltering: 1
m_FinalGatherRayCount: 256
m_ReflectionCompression: 2
m_MixedBakeMode: 2
m_BakeBackend: 0
m_PVRSampling: 1
m_PVRDirectSampleCount: 32
m_PVRSampleCount: 500
m_PVRBounces: 2
m_PVRFiltering: 0
m_PVRFilteringMode: 1
m_PVRCulling: 1
m_PVRFilteringGaussRadiusDirect: 1
m_PVRFilteringGaussRadiusIndirect: 5
m_PVRFilteringGaussRadiusAO: 2
m_PVRFilteringAtrousColorSigma: 1
m_PVRFilteringAtrousNormalSigma: 1
m_PVRFilteringAtrousPositionSigma: 1
m_LightingDataAsset: {fileID: 0}
m_UseShadowmask: 1
--- !u!196 &4
NavMeshSettings:
serializedVersion: 2
m_ObjectHideFlags: 0
m_BuildSettings:
serializedVersion: 2
agentTypeID: 0
agentRadius: 0.5
agentHeight: 2
agentSlope: 45
agentClimb: 0.4
ledgeDropHeight: 0
maxJumpAcrossDistance: 0
minRegionArea: 2
manualCellSize: 0
cellSize: 0.16666667
manualTileSize: 0
tileSize: 256
accuratePlacement: 0
debug:
m_Flags: 0
m_NavMeshData: {fileID: 0}
--- !u!1 &640039570
GameObject:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
serializedVersion: 5
m_Component:
- component: {fileID: 640039572}
- component: {fileID: 640039571}
m_Layer: 0
m_Name: Directional Light
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!108 &640039571
Light:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 640039570}
m_Enabled: 1
serializedVersion: 8
m_Type: 1
m_Color: {r: 1, g: 0.95686275, b: 0.8392157, a: 1}
m_Intensity: 1
m_Range: 10
m_SpotAngle: 30
m_CookieSize: 10
m_Shadows:
m_Type: 2
m_Resolution: -1
m_CustomResolution: -1
m_Strength: 1
m_Bias: 0.05
m_NormalBias: 0.4
m_NearPlane: 0.2
m_Cookie: {fileID: 0}
m_DrawHalo: 0
m_Flare: {fileID: 0}
m_RenderMode: 0
m_CullingMask:
serializedVersion: 2
m_Bits: 4294967295
m_Lightmapping: 4
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_FalloffTable:
m_Table[0]: 0
m_Table[1]: 0
m_Table[2]: 0
m_Table[3]: 0
m_Table[4]: 0
m_Table[5]: 0
m_Table[6]: 0
m_Table[7]: 0
m_Table[8]: 0
m_Table[9]: 0
m_Table[10]: 0
m_Table[11]: 0
m_Table[12]: 0
m_ColorTemperature: 6570
m_UseColorTemperature: 0
m_ShadowRadius: 0
m_ShadowAngle: 0
--- !u!4 &640039572
Transform:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 640039570}
m_LocalRotation: {x: 0.7071068, y: 0, z: 0, w: 0.7071068}
m_LocalPosition: {x: 0, y: 3, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 90, y: 0, z: 0}
--- !u!1 &854682592
GameObject:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
serializedVersion: 5
m_Component:
- component: {fileID: 854682596}
- component: {fileID: 854682595}
- component: {fileID: 854682594}
- component: {fileID: 854682593}
m_Layer: 0
m_Name: Sphere
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!23 &854682593
MeshRenderer:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 854682592}
m_Enabled: 1
m_CastShadows: 1
m_ReceiveShadows: 1
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_Materials:
- {fileID: 2100000, guid: 7969e56b42b8acb4a99a90049b50400d, type: 2}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_PreserveUVs: 1
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_SelectedEditorRenderState: 3
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
--- !u!135 &854682594
SphereCollider:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 854682592}
m_Material: {fileID: 0}
m_IsTrigger: 0
m_Enabled: 1
serializedVersion: 2
m_Radius: 0.5
m_Center: {x: 0, y: 0, z: 0}
--- !u!33 &854682595
MeshFilter:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 854682592}
m_Mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0}
--- !u!4 &854682596
Transform:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 854682592}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -0.063, y: 0.888, z: 0.039}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1001 &1189711061
Prefab:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Modification:
m_TransformParent: {fileID: 0}
m_Modifications:
- target: {fileID: 400000, guid: b56f0b54c8a1042f3ae9a8904a576f5d, type: 3}
propertyPath: m_LocalPosition.x
value: -0
objectReference: {fileID: 0}
- target: {fileID: 400000, guid: b56f0b54c8a1042f3ae9a8904a576f5d, type: 3}
propertyPath: m_LocalPosition.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 400000, guid: b56f0b54c8a1042f3ae9a8904a576f5d, type: 3}
propertyPath: m_LocalPosition.z
value: 0
objectReference: {fileID: 0}
- target: {fileID: 400000, guid: b56f0b54c8a1042f3ae9a8904a576f5d, type: 3}
propertyPath: m_LocalRotation.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 400000, guid: b56f0b54c8a1042f3ae9a8904a576f5d, type: 3}
propertyPath: m_LocalRotation.y
value: -0
objectReference: {fileID: 0}
- target: {fileID: 400000, guid: b56f0b54c8a1042f3ae9a8904a576f5d, type: 3}
propertyPath: m_LocalRotation.z
value: -0
objectReference: {fileID: 0}
- target: {fileID: 400000, guid: b56f0b54c8a1042f3ae9a8904a576f5d, type: 3}
propertyPath: m_LocalRotation.w
value: 1
objectReference: {fileID: 0}
- target: {fileID: 400000, guid: b56f0b54c8a1042f3ae9a8904a576f5d, type: 3}
propertyPath: m_RootOrder
value: 2
objectReference: {fileID: 0}
m_RemovedComponents: []
m_ParentPrefab: {fileID: 100100000, guid: b56f0b54c8a1042f3ae9a8904a576f5d, type: 3}
m_IsPrefabParent: 0
--- !u!1 &1877496629
GameObject:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
serializedVersion: 5
m_Component:
- component: {fileID: 1877496634}
- component: {fileID: 1877496633}
- component: {fileID: 1877496632}
- component: {fileID: 1877496631}
- component: {fileID: 1877496630}
m_Layer: 0
m_Name: Main Camera
m_TagString: MainCamera
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!81 &1877496630
AudioListener:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1877496629}
m_Enabled: 1
--- !u!124 &1877496631
Behaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1877496629}
m_Enabled: 1
--- !u!92 &1877496632
Behaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1877496629}
m_Enabled: 1
--- !u!20 &1877496633
Camera:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1877496629}
m_Enabled: 1
serializedVersion: 2
m_ClearFlags: 1
m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0}
m_NormalizedViewPortRect:
serializedVersion: 2
x: 0
y: 0
width: 1
height: 1
near clip plane: 0.3
far clip plane: 1000
field of view: 60
orthographic: 0
orthographic size: 5
m_Depth: -1
m_CullingMask:
serializedVersion: 2
m_Bits: 4294967295
m_RenderingPath: -1
m_TargetTexture: {fileID: 0}
m_TargetDisplay: 0
m_TargetEye: 3
m_HDR: 1
m_AllowMSAA: 1
m_ForceIntoRT: 0
m_OcclusionCulling: 1
m_StereoConvergence: 10
m_StereoSeparation: 0.022
m_StereoMirrorMode: 0
--- !u!4 &1877496634
Transform:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1877496629}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 1, z: -10}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}

8
Assets/EmissionTest.unity.meta


fileFormatVersion: 2
guid: 6acfbea9df3ea22488d76e310fab38bc
timeCreated: 1496149026
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:
正在加载...
取消
保存