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Merge pull request #1016 from Unity-Technologies/pr/1014

Pr 1014
/main
GitHub 6 年前
当前提交
41034aa7
共有 24 个文件被更改,包括 52 次插入19 次删除
  1. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugColorPicker.shader
  2. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader
  3. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader
  4. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader
  5. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader
  6. 5
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/EditorRenderPipelineResources/ReflectionProbesPreview.shader
  7. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DrawDiffusionProfile.shader
  8. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DrawTransmittanceGraph.shader
  9. 17
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  10. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader
  11. 12
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.shader
  12. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/GGXConvolve.shader
  13. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader
  14. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
  15. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader
  16. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader
  17. 7
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Resources/PreIntegratedFGD.shader
  18. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/CombineLighting.shader
  19. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.shader
  20. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.shader
  21. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/Blit.shader
  22. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CameraMotionVectors.shader
  23. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CopyDepthBuffer.shader
  24. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CopyStencilBuffer.shader

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugColorPicker.shader


{
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
ZWrite Off

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader


{
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
ZWrite On

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader


{
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
ZWrite Off

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader


{
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
ZWrite Off

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader


{
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
ZWrite Off

5
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/EditorRenderPipelineResources/ReflectionProbesPreview.shader


_Exposure("_Exposure", Range(-10.0,10.0)) = 0.0
}
SubShader
SubShader
Tags{ "RenderType" = "Opaque" "Queue" = "Transparent" }
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "Opaque" "Queue" = "Transparent" }
ZWrite On
Cull Back

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DrawDiffusionProfile.shader


{
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Cull Off

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DrawTransmittanceGraph.shader


{
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Cull Off

17
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


InitializeDebugMaterials();
m_MaterialList.ForEach(material => material.Build(asset));
m_IBLFilterGGX = new IBLFilterGGX(asset.renderPipelineResources);

void SetRenderingFeatures()
{
// Set subshader pipeline tag
Shader.globalRenderPipeline = "HDRenderPipeline";
// HD use specific GraphicsSettings
GraphicsSettings.lightsUseLinearIntensity = true;
GraphicsSettings.lightsUseColorTemperature = true;

#endif
}
void UnsetRenderingFeatures()
{
Shader.globalRenderPipeline = "";
SupportedRenderingFeatures.active = new SupportedRenderingFeatures();
Lightmapping.ResetDelegate();
}
void InitializeDebugMaterials()
{
m_DebugViewMaterialGBuffer = CoreUtils.CreateEngineMaterial(m_Asset.renderPipelineResources.debugViewMaterialGBufferShader);

DestroyRenderTextures();
SupportedRenderingFeatures.active = new SupportedRenderingFeatures();
Lightmapping.ResetDelegate();
UnsetRenderingFeatures();
#if UNITY_EDITOR
SceneViewDrawMode.ResetDrawMode();

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader


SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Stencil

12
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.shader


Shader "HDRenderPipeline/Decal"
{
Properties
{
{
_MaskMap("MaskMap", 2D) = "white" {}
_MaskMap("MaskMap", 2D) = "white" {}
_DecalBlend("_DecalBlend", Range(0.0, 1.0)) = 0.5
}

//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
#define UNITY_MATERIAL_DECAL
#define UNITY_MATERIAL_DECAL
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------

SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline"}
Pass
{
Name "DBuffer" // Name is not used

#define SHADERPASS SHADERPASS_DBUFFER
#include "../../ShaderVariables.hlsl"
#include "Decal.hlsl"
#include "ShaderPass/DecalSharePass.hlsl"
#include "ShaderPass/DecalSharePass.hlsl"
#include "DecalData.hlsl"
#include "../../ShaderPass/ShaderPassDBuffer.hlsl"

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/GGXConvolve.shader


{
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Cull Off

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader


SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderType" = "HDLitShader" }
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDLitShader" }
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass.
Pass

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader


SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderType" = "HDLitShader" }
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDLitShader" }
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass.
Pass

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader


SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderType" = "HDLitShader" }
Tags{ "RenderPipeline"="HDRenderPipeline" "RenderType" = "HDLitShader" }
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass.
Pass

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader


SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderType" = "HDLitShader" }
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDLitShader" }
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass.
Pass

7
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Resources/PreIntegratedFGD.shader


Shader "Hidden/HDRenderPipeline/PreIntegratedFGD"
{
SubShader {
Pass {
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
ZTest Always Cull Off ZWrite Off
HLSLPROGRAM

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/CombineLighting.shader


SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Stencil

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.shader


SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Stencil

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


SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderType" = "HDUnlitShader" }
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDUnlitShader" }
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not be the meta pass.

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/Blit.shader


SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
// 0: Nearest
Pass
{

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CameraMotionVectors.shader


SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
// We will perform camera motion velocity only where there is no object velocity

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CopyDepthBuffer.shader


SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "Copy Depth"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CopyStencilBuffer.shader


SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "Pass 0 - Copy stencilRef to output"

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