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Added Switch support for SRP sample project.
Added Switch support for SRP sample project.
C# scripts modified to build without XR support on Switch./switch_support
Kay Chang
7 年前
当前提交
42c358c5
共有 32 个文件被更改,包括 194 次插入 和 52 次删除
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4ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
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4ScriptableRenderPipeline/Core/CoreRP/Shadow/Resources/DebugDisplayShadowMap.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DrawDiffusionProfile.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DrawTransmittanceGraph.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/GGXConvolve.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Resources/PreIntegratedFGD.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/CombineLighting.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/Blit.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CopyStencilBuffer.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/HDRISky/Resources/SkyHDRI.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/OpaqueAtmosphericScattering.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/Resources/ProceduralSky.shader
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11ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
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8TestbedPipelines/BasicRenderPipeline/BasicRenderPipeline.cs
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6TestbedPipelines/Fptl/LightingTemplate.hlsl
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6TestbedPipelines/OnTileDeferredPipeline/Shaders/LightingTemplate.hlsl
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6TestbedPipelines/OnTileDeferredPipeline/Shaders/UnityStandardForwardMobile.cginc
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107ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Switch.hlsl
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// This file assume SHADER_API_SWITCH is defined |
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// TODO: This is a straight copy from D3D11.hlsl. Go through all this stuff and adjust where needed. |
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#define UNITY_UV_STARTS_AT_TOP 1 |
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#define UNITY_REVERSED_Z 1 |
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#define UNITY_NEAR_CLIP_VALUE (1.0) |
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// This value will not go through any matrix projection conversion |
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#define UNITY_RAW_FAR_CLIP_VALUE (0.0) |
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#define VERTEXID_SEMANTIC SV_VertexID |
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#define FRONT_FACE_SEMANTIC SV_IsFrontFace |
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#define FRONT_FACE_TYPE bool |
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#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK)) |
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#define CBUFFER_START(name) cbuffer name { |
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#define CBUFFER_END }; |
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// Initialize arbitrary structure with zero values. |
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// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0 |
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#define ZERO_INITIALIZE(type, name) name = (type)0; |
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#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } |
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// Texture util abstraction |
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#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) |
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// Texture abstraction |
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#define TEXTURE2D(textureName) Texture2D textureName |
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#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName |
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#define TEXTURECUBE(textureName) TextureCube textureName |
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#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName |
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#define TEXTURE3D(textureName) Texture3D textureName |
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#define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) |
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#define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) |
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#define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) |
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#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) |
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#define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName |
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#define RW_TEXTURE3D(type, textureName) RWTexture3D<type> textureName |
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#define SAMPLER(samplerName) SamplerState samplerName |
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#define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName |
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#define TEXTURE2D_ARGS(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) |
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#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) |
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#define TEXTURECUBE_ARGS(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) |
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#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) |
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#define TEXTURE3D_ARGS(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) |
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#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) |
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#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) |
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#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) |
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#define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) |
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#define TEXTURE2D_PARAM(textureName, samplerName) textureName, samplerName |
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#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) textureName, samplerName |
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#define TEXTURECUBE_PARAM(textureName, samplerName) textureName, samplerName |
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#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) textureName, samplerName |
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#define TEXTURE3D_PARAM(textureName, samplerName) textureName, samplerName |
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#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
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#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
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#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
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#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
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#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) |
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#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) |
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#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) |
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#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) |
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#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) |
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#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) |
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#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) |
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#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) |
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#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) |
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#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) |
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#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) |
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#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) |
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#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) |
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#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) |
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#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) |
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#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) |
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#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) |
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#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord3).xyz, (coord3).w) |
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#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) |
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#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r |
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#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r |
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#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) |
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#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) |
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#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) |
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#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) |
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#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) |
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#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0)) |
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#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) |
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#define PLATFORM_SUPPORT_GATHER |
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#define GATHER_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.Gather(samplerName, coord2, offset) |
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#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index), offset) |
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#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) |
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#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) |
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#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherRed(samplerName, coord2, offset) |
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#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherGreen(samplerName, coord2, offset) |
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#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherBlue(samplerName, coord2, offset) |
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