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Merge remote-tracking branch 'refs/remotes/origin/master' into Implement-depth-post-pass

/main
Sebastien Lagarde 7 年前
当前提交
407e1d7d
共有 13 个文件被更改,包括 48 次插入11 次删除
  1. 2
      ScriptableRenderPipeline/Core/Shadow/Resources/DebugDisplayShadowMap.shader
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplayLatlong.shader
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugFullScreen.shader
  4. 6
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  5. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  6. 8
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  7. 8
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  8. 8
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  9. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader
  10. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky/Resources/SkyBlacksmith.shader
  11. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/GGXConvolve.shader
  12. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/OpaqueAtmosphericScattering.shader
  13. 9
      ScriptableRenderPipeline/Core/ShaderLibrary/Macros.hlsl.meta

2
ScriptableRenderPipeline/Core/Shadow/Resources/DebugDisplayShadowMap.shader


{
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#include "../../../Core/ShaderLibrary/Common.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplayLatlong.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugFullScreen.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

6
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


static ComputeBuffer s_shadowDatas = null;
static Texture2DArray m_DefaultTexture2DArray;
static Cubemap m_DefaultTextureCube;
TextureCacheCubemap m_CubeReflTexArray;
int m_CubeReflTexArraySize = 128;

m_DefaultTexture2DArray = new Texture2DArray(1, 1, 1, TextureFormat.ARGB32, false);
m_DefaultTexture2DArray.SetPixels32(new Color32[1] { new Color32(128, 128, 128, 128) }, 0);
m_DefaultTexture2DArray.Apply();
m_DefaultTextureCube = new Cubemap(16, TextureFormat.ARGB32, false);
m_DefaultTextureCube.Apply();
#if UNITY_EDITOR
UnityEditor.SceneView.onSceneGUIDelegate -= OnSceneGUI;

cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs.diffuseLightingUAV, colorBuffers[1]);
// TODO: Check if we can remove this, when I test I can't
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._SkyTexture, skyTexture);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._SkyTexture, skyTexture ? skyTexture : m_DefaultTextureCube);
cmd.SetComputeFloatParam(deferredComputeShader, HDShaderIDs._SkyTextureMipCount, skyTextureMipCount);
// always do deferred lighting in blocks of 16x16 (not same as tiled light size)

6
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


ZWrite On
ZTest LEqual
// When alpha test is enabled, we should not write into the color buffer
ColorMask 0
HLSLPROGRAM
#define SHADERPASS SHADERPASS_SHADOWS

Cull[_CullMode]
ZWrite On
// When alpha test is enabled, we should not write into the color buffer
ColorMask 0
HLSLPROGRAM

8
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


HLSLINCLUDE
#pragma target 5.0
#pragma only_renderers d3d11 ps4 vulkan // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
// #pragma enable_d3d11_debug_symbols
#pragma shader_feature _ALPHATEST_ON

ZWrite On
ZTest LEqual
// When alpha test is enabled, we should not write into the color buffer
ColorMask 0
HLSLPROGRAM
#pragma hull Hull

Cull[_CullMode]
ZWrite On
// When alpha test is enabled, we should not write into the color buffer
ColorMask 0
HLSLPROGRAM

8
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go futher in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
//#pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------

ZWrite On
ZTest LEqual
// When alpha test is enabled, we should not write into the color buffer
ColorMask 0
HLSLPROGRAM
#define SHADERPASS SHADERPASS_SHADOWS

Cull[_CullMode]
ZWrite On
// When alpha test is enabled, we should not write into the color buffer
ColorMask 0
HLSLPROGRAM

8
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


HLSLINCLUDE
#pragma target 5.0
#pragma only_renderers d3d11 ps4 vulkan// TEMP: until we go futher in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
// #pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------

ZWrite On
ZTest LEqual
// When alpha test is enabled, we should not write into the color buffer
ColorMask 0
HLSLPROGRAM
#pragma hull Hull

Cull[_CullMode]
ZWrite On
// When alpha test is enabled, we should not write into the color buffer
ColorMask 0
HLSLPROGRAM

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader


HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
//#pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky/Resources/SkyBlacksmith.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/GGXConvolve.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma multi_compile _ USE_MIS

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/OpaqueAtmosphericScattering.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

9
ScriptableRenderPipeline/Core/ShaderLibrary/Macros.hlsl.meta


fileFormatVersion: 2
guid: 6300b0e79f5d15e499b9d6b5d23ca01b
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
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