Evgenii Golubev 7 年前
当前提交
4898d174
共有 53 个文件被更改,包括 1182 次插入287 次删除
  1. 4
      .gitmodules
  2. 11
      Tests/GraphicsTests/Framework/Editor/TestFramework.cs
  3. 23
      SampleScenes/LightweightPipeline/LightweightBasicScene.unity
  4. 14
      TestbedPipelines/OnTileDeferredPipeline/Shaders/UnityStandardForwardMobile.cginc
  5. 2
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl
  6. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
  7. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  8. 4
      ScriptableRenderPipeline/Core/ShadowIncludes.inl
  9. 4
      ScriptableRenderPipeline/Core/ShaderLibrary/Shadow/Resources/ShadowBlurMoments.compute
  10. 2
      ScriptableRenderPipeline/Core/ShaderLibrary/SampleUVMapping.hlsl
  11. 10
      ImageTemplates.meta
  12. 10
      ImageTemplates/HDRenderPipeline.meta
  13. 10
      ImageTemplates/HDRenderPipeline/Scenes.meta
  14. 77
      ImageTemplates/HDRenderPipeline/Scenes/0002-Subsurface scattering.unity.png.meta
  15. 10
      ImageTemplates/LightweightPipeline.meta
  16. 10
      ImageTemplates/LightweightPipeline/Scenes.meta
  17. 10
      ImageTemplates/LightweightPipeline/Scenes/2D.meta
  18. 77
      ImageTemplates/LightweightPipeline/Scenes/2D/SpriteDemo.unity.png.meta
  19. 10
      ImageTemplates/LightweightPipeline/Scenes/Camera.meta
  20. 77
      ImageTemplates/LightweightPipeline/Scenes/Camera/LDPipe_Camera_Clip.unity.png.meta
  21. 77
      ImageTemplates/LightweightPipeline/Scenes/Camera/LDPipe_Camera_Ortho.unity.png.meta
  22. 77
      ImageTemplates/LightweightPipeline/Scenes/Camera/LDPipe_Camera_TargetTexture.unity.png.meta
  23. 77
      ImageTemplates/LightweightPipeline/Scenes/MultiplePointLights.unity.png.meta
  24. 10
      ImageTemplates/LightweightPipeline/Scenes/Shaders.meta
  25. 77
      ImageTemplates/LightweightPipeline/Scenes/Shaders/LDPipe_LitBakedEmission.unity.png.meta
  26. 77
      ImageTemplates/LightweightPipeline/Scenes/Shaders/LDPipe_LitShaderLightProbes.unity.png.meta
  27. 77
      ImageTemplates/LightweightPipeline/Scenes/Shaders/LDPipe_LitShaderMaps.unity.png.meta
  28. 77
      ImageTemplates/LightweightPipeline/Scenes/Shaders/LDPipe_LitShaderReflection.unity.png.meta
  29. 10
      ImageTemplates/LightweightPipeline/Scenes/Shaders/StandardBlinnPhongShader.meta
  30. 77
      ImageTemplates/LightweightPipeline/Scenes/Shaders/StandardBlinnPhongShader/LightweightLights.unity.png.meta
  31. 10
      ImageTemplates/LightweightPipeline/Scenes/Shaders/StandardPBRShader.meta
  32. 77
      ImageTemplates/LightweightPipeline/Scenes/Shaders/StandardPBRShader/EnvironmentBRDF_Spheres.unity.png.meta
  33. 77
      ImageTemplates/LightweightPipeline/Scenes/SimpleCube.unity.png.meta
  34. 9
      LICENSE.meta
  35. 10
      PostProcessing.meta
  36. 9
      README.md.meta
  37. 0
      SRPMARKER
  38. 9
      SRPMARKER.meta
  39. 259
      Assembly-UnityScript.unityproj
  40. 0
      /ScriptableRenderPipeline.meta
  41. 0
      /TestbedPipelines.meta
  42. 0
      /Tests.meta
  43. 0
      /Tests
  44. 0
      /SampleScenes.meta
  45. 0
      /SampleScenes
  46. 0
      /TestbedPipelines
  47. 0
      /ScriptableRenderPipeline
  48. 0
      /ScriptableRenderPipeline/Core/CommandBufferPool.cs.meta
  49. 0
      /ScriptableRenderPipeline/Core/CommandBufferPool.cs

4
.gitmodules


[submodule "Assets/ScriptableRenderPipeline/PostProcessing"]
path = Assets/PostProcessing
[submodule "PostProcessing"]
path = PostProcessing
url = https://github.com/Unity-Technologies/PostProcessing
branch = v2

11
Tests/GraphicsTests/Framework/Editor/TestFramework.cs


{
public class GraphicsTests
{
static readonly string s_RootPath = Directory.GetParent(Directory.GetFiles(Application.dataPath, "SRPMARKER", SearchOption.AllDirectories).First()).ToString();
// path where the tests live
private static readonly string[] s_Path =
{

{
get
{
var absoluteScenesPath = s_Path.Aggregate(Application.dataPath, Path.Combine);
var absoluteScenesPath = s_Path.Aggregate(s_RootPath, Path.Combine);
foreach (var pipelinePath in s_PipelinePath)
{

[UnityTest]
public IEnumerator TestScene([ValueSource(typeof(CollectScenes), "scenes")]TestInfo testInfo)
{
var prjRelativeGraphsPath = s_Path.Aggregate("Assets", Path.Combine);
var prjRelativeGraphsPath = s_Path.Aggregate(s_RootPath, Path.Combine);
var filePath = Path.Combine(prjRelativeGraphsPath, testInfo.relativePath);
// open the scene

captured.ReadPixels(new Rect(0, 0, testSetup.width, testSetup.height), 0, 0);
RenderTexture.active = oldActive;
var rootPath = Directory.GetParent(Application.dataPath).ToString();
var templatePath = Path.Combine(rootPath.ToString(), "ImageTemplates");
var templatePath = Path.Combine(s_RootPath, "ImageTemplates");
// find the reference image
var dumpFileLocation = Path.Combine(templatePath, string.Format("{0}.{1}", testInfo.relativePath, "png"));

if (!areEqual)
{
var failedPath = Path.Combine(rootPath.ToString(), "Failed");
var failedPath = Path.Combine(Directory.GetParent(Application.dataPath).ToString(), "SRP_Failed");
Directory.CreateDirectory(failedPath);
var misMatchLocationResult = Path.Combine(failedPath, string.Format("{0}.{1}", testInfo.name, "png"));
var misMatchLocationTemplate = Path.Combine(failedPath, string.Format("{0}.template.{1}", testInfo.name, "png"));

23
SampleScenes/LightweightPipeline/LightweightBasicScene.unity


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- component: {fileID: 1447851828}
- component: {fileID: 1447851827}
- component: {fileID: 1447851826}
- component: {fileID: 1447851831}
m_Layer: 0
m_Name: Main Camera
m_TagString: MainCamera

m_TargetEye: 3
m_HDR: 1
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m_RootOrder: 1
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m_PrefabParentObject: {fileID: 0}
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m_GameObject: {fileID: 1447851825}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 06c0317e0632e6c47bb855ee99f95544, type: 3}
m_Name:
m_EditorClassIdentifier:
renderPipelineAsset: {fileID: 11400000, guid: e6987eea1dd29074597d54ed91a54a26,
type: 2}
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14
TestbedPipelines/OnTileDeferredPipeline/Shaders/UnityStandardForwardMobile.cginc


#define SHADOW_FPTL
# if defined(SHADER_API_D3D11)
# include "../../Core/ShaderLibrary/API/D3D11.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11.hlsl"
# include "../../Core/ShaderLibrary/API/PSSL.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/PSSL.hlsl"
# include "../../Core/ShaderLibrary/API/D3D11.hlsl"
# include "../../Core/ShaderLibrary/API/D3D11_1.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11_1.hlsl"
# include "../../Core/ShaderLibrary/API/Metal.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/Metal.hlsl"
# include "../../Core/ShaderLibrary/API/Validate.hlsl"
# include "../../Core/ShaderLibrary/Shadow/Shadow.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/Validate.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/Shadow/Shadow.hlsl"
#undef SHADOW_FPTL
struct VertexOutputForwardNew

2
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl


#error SHADERPASS_is_not_correctly_define
#endif
#include "Core/ShaderLibrary/Color.hlsl"
#include "../../Core/ShaderLibrary/Color.hlsl"
CBUFFER_START(UnityMetaPass)
// x = use uv1 as raster position

6
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl


//-------------------------------------------------------------------------------------
// Fill SurfaceData/Builtin data function
//-------------------------------------------------------------------------------------
#include "Core/ShaderLibrary/SampleUVMapping.hlsl"
#include "../../../Core/ShaderLibrary/SampleUVMapping.hlsl"
#include "../MaterialUtilities.hlsl"

return SAMPLE_TEXTURE2D_LOD(_HeightMap, sampler_HeightMap, param.uv + texOffsetCurrent, lod).r;
}
#include "Core/ShaderLibrary/PerPixelDisplacement.hlsl"
#include "../../../Core/ShaderLibrary/PerPixelDisplacement.hlsl"
float ApplyPerPixelDisplacement(FragInputs input, float3 V, inout LayerTexCoord layerTexCoord)
{

#endif
}
#include "Core/ShaderLibrary/PerPixelDisplacement.hlsl"
#include "../../../Core/ShaderLibrary/PerPixelDisplacement.hlsl"
// PPD is affecting only one mapping at the same time, mean we need to execute it for each mapping (UV0, UV1, 3 times for triplanar etc..)
// We chose to not support all this case that are extremely hard to manage (for example mixing different mapping, mean it also require different tangent space that is not supported in Unity)

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


// Include
//-------------------------------------------------------------------------------------
#include "../../../Core/ShaderLibrary/common.hlsl"
#include "../../../Core/ShaderLibrary/Common.hlsl"
#include "../../../Core/ShaderLibrary/Wind.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"

4
ScriptableRenderPipeline/Core/ShadowIncludes.inl


#ifdef SHADOW_CONTEXT_INCLUDE
# ifdef SHADOW_TILEPASS
# include "HDRenderPipeline/Lighting/TilePass/ShadowContext.hlsl"
# include "../HDRenderPipeline/Lighting/TilePass/ShadowContext.hlsl"
# elif defined( SHADOW_FPTL )
# include "../../TestbedPipelines/fptl/ShadowContext.hlsl"
# else

#ifdef SHADOW_DISPATCH_INCLUDE
# ifdef SHADOW_TILEPASS
# include "HDRenderPipeline/Lighting/TilePass/ShadowDispatch.hlsl"
# include "../HDRenderPipeline/Lighting/TilePass/ShadowDispatch.hlsl"
# elif defined( SHADOW_FPTL )
# include "../../TestbedPipelines/fptl/ShadowDispatch.hlsl"
# else

4
ScriptableRenderPipeline/Core/ShaderLibrary/Shadow/Resources/ShadowBlurMoments.compute


#pragma kernel main_MSM_15 KERNEL_MAIN=main_MSM_15 SHADOW_MOMENT_ALGORITHM=MSM MAX_MSAA=1 BLUR_SIZE=15
#pragma kernel main_MSM_17 KERNEL_MAIN=main_MSM_17 SHADOW_MOMENT_ALGORITHM=MSM MAX_MSAA=1 BLUR_SIZE=17
#include "Core/ShaderLibrary/common.hlsl"
#include "Core/ShaderLibrary/Shadow/ShadowMoments.hlsl"
#include "../../common.hlsl"
#include "../ShadowMoments.hlsl"
#define BLUR_BORDER (BLUR_SIZE / 2)
#define LDS_SIZE (THREADS + BLUR_BORDER + BLUR_BORDER)

2
ScriptableRenderPipeline/Core/ShaderLibrary/SampleUVMapping.hlsl


// This structure abstract uv mapping inside one struct.
// It represent a mapping of any uv (with its associated tangent space for derivative if SurfaceGradient mode) - UVSet0 to 4, planar, triplanar
#include "Core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "NormalSurfaceGradient.hlsl"
#define UV_MAPPING_UVSET 0
#define UV_MAPPING_PLANAR 1

10
ImageTemplates.meta


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/Assets/ScriptableRenderPipeline.meta → /ScriptableRenderPipeline.meta

/Assets/TestbedPipelines.meta → /TestbedPipelines.meta

/Assets/Tests.meta → /Tests.meta

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/Assets/SampleScenes.meta → /SampleScenes.meta

/Assets/SampleScenes → /SampleScenes

/Assets/TestbedPipelines → /TestbedPipelines

/Assets/ScriptableRenderPipeline → /ScriptableRenderPipeline

/ScriptableRenderPipeline/core/CommandBufferPool.cs.meta → /ScriptableRenderPipeline/Core/CommandBufferPool.cs.meta

/ScriptableRenderPipeline/core/CommandBufferPool.cs → /ScriptableRenderPipeline/Core/CommandBufferPool.cs

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