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/main
Julien Ignace 8 年前
当前提交
3fdb1fb7
共有 4 个文件被更改,包括 153 次插入0 次删除
  1. 50
      Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs
  2. 12
      Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.meta
  3. 82
      Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader
  4. 9
      Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader.meta

50
Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[Serializable]
public class GlobalDebugParameters
{
public float debugOverlayRatio = 0.33f;
public bool displayDebug = false;
public bool displayShadowDebug = false;
public ShadowDebugParameters shadowDebugParameters = new ShadowDebugParameters();
}
public class DebugParameters
{
// Material Debugging
public int debugViewMaterial = 0;
// Rendering debugging
public bool displayOpaqueObjects = true;
public bool displayTransparentObjects = true;
public bool useForwardRenderingOnly = false; // TODO: Currently there is no way to strip the extra forward shaders generated by the shaders compiler, so we can switch dynamically.
public bool useDepthPrepass = false;
public bool useDistortion = true;
// we have to fallback to forward-only rendering when scene view is using wireframe rendering mode --
// as rendering everything in wireframe + deferred do not play well together
public bool ShouldUseForwardRenderingOnly() { return useForwardRenderingOnly || GL.wireframe; }
}
public enum ShadowDebugMode
{
None,
VisualizeAtlas,
VisualizeShadowMap
}
[Serializable]
public class ShadowDebugParameters
{
public bool enableShadows = true;
public ShadowDebugMode visualizationMode = ShadowDebugMode.None;
public uint visualizeShadowMapIndex = 0;
}
}

12
Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.meta


fileFormatVersion: 2
guid: ae82efafe32ed1042a9360276bee62e6
timeCreated: 1485277036
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

82
Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader


Shader "Hidden/HDRenderPipeline/DebugDisplayShadowMap"
{
SubShader
{
Pass
{
ZWrite Off
ZTest Off
Blend One Zero
Cull Off
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev
#pragma vertex Vert
#pragma fragment Frag
#include "Common.hlsl"
TEXTURE2D(g_tShadowBuffer);
TEXTURE2D(_DummyTexture);
SAMPLER2D(sampler_DummyTexture);
float4 _TextureScaleBias;
struct Attributes
{
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
Varyings Vert(Attributes input)
{
float4 positions[] =
{
float4(-1.0, -1.0, 0.0f, 1.0),
float4( 1.0, -1.0, 0.0f, 1.0),
float4( 1.0, 1.0, 0.0f, 1.0),
float4( 1.0, 1.0, 0.0f, 1.0),
float4(-1.0, 1.0, 0.0f, 1.0),
float4(-1.0, -1.0, 0.0f, 1.0)
};
float2 texcoords[] =
{
float2(0.0, 1.0),
float2(1.0, 1.0),
float2(1.0, 0.0),
float2(1.0, 0.0),
float2(0.0, 0.0),
float2(0.0, 1.0),
};
Varyings output;
output.positionCS = positions[input.vertexID];
output.texcoord = texcoords[input.vertexID] * _TextureScaleBias.xy + _TextureScaleBias.zw;
return output;
}
float4 Frag(Varyings input) : SV_Target
{
// We need the dummy texture for the sampler, but we also need to sample it in order not to get a compile error.
float4 dummy = SAMPLE_TEXTURE2D(_DummyTexture, sampler_DummyTexture, input.texcoord) * 0.00001;
return SAMPLE_TEXTURE2D(g_tShadowBuffer, sampler_DummyTexture, input.texcoord).xxxx + dummy;
}
ENDHLSL
}
}
Fallback Off
}

9
Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader.meta


fileFormatVersion: 2
guid: ee25e539f5594f44085e0a9000c15d9b
timeCreated: 1476053153
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
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