浏览代码

Merge pull request #77 from Unity-Technologies/namespace-refactor

[refactor namespace]
/main
GitHub 8 年前
当前提交
4925d00e
共有 45 个文件被更改,包括 67 次插入87 次删除
  1. 1
      Assets/BasicRenderLoopTutorial/BasicRenderLoop.cs
  2. 3
      Assets/Editor/Tests/RenderloopTests/RenderloopTestFixture.cs
  3. 2
      Assets/Editor/Tests/ShaderGeneratorTests/ShaderGeneratorTests.cs
  4. 10
      Assets/ScriptableRenderLoop/AdditionalLightData.cs
  5. 5
      Assets/ScriptableRenderLoop/Editor/MaterialUpgrader.cs
  6. 6
      Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugViewMaterial.cs
  7. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
  8. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
  9. 8
      Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/UpgradeStandardShaderMaterials.cs
  10. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
  11. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/LightDefinition.cs
  12. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/LightLoop.cs
  13. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  14. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Builtin/BuiltinData.cs
  15. 3
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Editor/StandardSpecularToHDLitMaterialUpgrader.cs
  16. 6
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Editor/StandardToHDLitMaterialUpgrader.cs
  17. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.cs
  18. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LtcData.DisneyDiffuse.cs
  19. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LtcData.GGX.cs
  20. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.cs
  21. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/SceneSettings/CommonSettings.cs
  22. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/SceneSettings/Editor/CommonSettingsEditor.cs
  23. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs
  24. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs
  25. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Shadow/FixedSizePCF/FixedSizePCF.cs
  26. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/HDRISky/Editor/HDRISkyEditor.cs
  27. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/HDRISky/HDRISkyParameters.cs
  28. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/HDRISky/HDRISkyRenderer.cs
  29. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/Editor/ProceduralSkyEditor.cs
  30. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyParameters.cs
  31. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs
  32. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/SkyManager.cs
  33. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/SkyParameters.cs
  34. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/SkyRenderer.cs
  35. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Utilities.cs
  36. 2
      Assets/ScriptableRenderLoop/RenderPasses/ShadowRenderPass.cs
  37. 2
      Assets/ScriptableRenderLoop/common/TextureSettings.cs
  38. 4
      Assets/ScriptableRenderLoop/core/RenderPipeline.cs
  39. 4
      Assets/ScriptableRenderLoop/fptl/FptlLighting.cs
  40. 2
      Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs
  41. 5
      Assets/ShaderGenerator/Editor/CSharpToHLSL.cs
  42. 2
      Assets/ShaderGenerator/Editor/ShaderGeneratorMenu.cs
  43. 4
      Assets/ShaderGenerator/Editor/ShaderTypeGeneration.cs
  44. 2
      Assets/ShaderGenerator/ShaderGeneratorAttributes.cs
  45. 5
      Assets/TestScenes/HDTest/GlobalIlluminationTest/TestRealtime.cs

1
Assets/BasicRenderLoopTutorial/BasicRenderLoop.cs


using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityEngine.ScriptableRenderPipeline;
// Very basic scriptable rendering loop example:
// - Use with BasicRenderLoopShader.shader (the loop expects "BasicPass" pass type to exist)

3
Assets/Editor/Tests/RenderloopTests/RenderloopTestFixture.cs


using System;
using System.Collections.Generic;
using UnityEngine.ScriptableRenderPipeline;
[ExecuteInEditMode]
public class RenderLoopTestFixture : RenderPipelineAsset

2
Assets/Editor/Tests/ShaderGeneratorTests/ShaderGeneratorTests.cs


using UnityEngine;
using UnityEditor;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.ScriptableRenderLoop;
using UnityEditor.Experimental.Rendering;
[TestFixture]
public class ShaderGeneratorTests

10
Assets/ScriptableRenderLoop/AdditionalLightData.cs


namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering
{
public enum LightArchetype {Punctual, Rectangle, Line};

return DefaultShadowResolution;
}
[RangeAttribute(0.0F, 100.0F)]
[Range(0.0F, 100.0F)]
private float m_innerSpotPercent = 0.0F;
public float GetInnerSpotPercent01()

[RangeAttribute(0.0F, 1.0F)]
[Range(0.0F, 1.0F)]
public float shadowDimmer = 1.0f;
public bool affectDiffuse = true;

public bool isDoubleSided = false;
[RangeAttribute(0.0f, 20.0f)]
[Range(0.0f, 20.0f)]
[RangeAttribute(0.0f, 20.0f)]
[Range(0.0f, 20.0f)]
public float areaLightWidth = 0.0f;
}
}

5
Assets/ScriptableRenderLoop/Editor/MaterialUpgrader.cs


using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
namespace UnityEditor.Experimental.ScriptableRenderLoop
namespace UnityEditor.Experimental.Rendering
{
public class MaterialUpgrader
{

6
Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugViewMaterial.cs


using UnityEngine;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
namespace Attributes
{

BakeDiffuseLighting,
}
}
} // namespace UnityEngine.Experimental.ScriptableRenderLoop
}

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs


//using EditorGUIUtility=UnityEditor.EditorGUIUtility;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[CustomEditor(typeof(HDRenderPipeline))]
public class HDRenderPipelineInspector : Editor

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs


using UnityEngine;
using UnityEditor;
using UnityEngine.Experimental.ScriptableRenderLoop;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.ScriptableRenderLoop
{

8
Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/UpgradeStandardShaderMaterials.cs


using System.Collections;
using UnityEditor;
using System;
using NUnit.Framework;
namespace UnityEditor.Experimental.ScriptableRenderLoop
namespace UnityEditor.Experimental.Rendering.HDPipeline
public class UpgradeStandardShaderMaterials
public class UpgradeStandardShaderMaterials
{
static List<MaterialUpgrader> GetHDUpgraders()
{

4
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs


using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityEngine.ScriptableRenderPipeline;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class HDRenderPipelineInstance : RenderPipeline
{

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/LightDefinition.cs


using UnityEngine;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
//-----------------------------------------------------------------------------
// structure definition

public Vector3 offsetLS;
public float unused2;
};
} // namespace UnityEngine.Experimental.ScriptableRenderLoop
}

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/LightLoop.cs


using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class BaseLightLoop
{

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs


using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
namespace TilePass
{

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Builtin/BuiltinData.cs


//-----------------------------------------------------------------------------
// structure definition
//-----------------------------------------------------------------------------
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
namespace Builtin
{

3
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Editor/StandardSpecularToHDLitMaterialUpgrader.cs


using System;
namespace UnityEditor.Experimental.ScriptableRenderLoop
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
class StandardSpecularToHDLitMaterialUpgrader : MaterialUpgrader
{

6
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Editor/StandardToHDLitMaterialUpgrader.cs


using System;
namespace UnityEditor.Experimental.ScriptableRenderLoop
namespace UnityEditor.Experimental.Rendering.HDPipeline
class StandardToHDLitMaterialUpgrader : MaterialUpgrader
class StandardToHDLitMaterialUpgrader : MaterialUpgrader
{
public StandardToHDLitMaterialUpgrader()
{

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.cs


using UnityEngine;
using System;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
namespace Lit
{

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LtcData.DisneyDiffuse.cs


using UnityEngine.Rendering;
using System;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
namespace Lit
{

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LtcData.GGX.cs


using UnityEngine.Rendering;
using System;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
namespace Lit
{

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.cs


using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
namespace Unlit
{

2
Assets/ScriptableRenderLoop/HDRenderPipeline/SceneSettings/CommonSettings.cs


using System.Linq;
using System.Reflection;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[ExecuteInEditMode]
[DisallowMultipleComponent]

2
Assets/ScriptableRenderLoop/HDRenderPipeline/SceneSettings/Editor/CommonSettingsEditor.cs


using System.Linq;
using System.Reflection;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[CustomEditor(typeof(CommonSettings))]
[CanEditMultipleObjects]

2
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs


// Configuration
//-----------------------------------------------------------------------------
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[GenerateHLSL(PackingRules.Exact)]
public enum ShaderOptions

4
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs


using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[GenerateHLSL(PackingRules.Exact)]
public enum ShaderPass

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Shadow/FixedSizePCF/FixedSizePCF.cs


using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class ShadowFilteringFixedSizePCF
{

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/HDRISky/Editor/HDRISkyEditor.cs


using UnityEngine;
using UnityEditor;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[CanEditMultipleObjects]
[CustomEditor(typeof(HDRISkyParameters))]

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/HDRISky/HDRISkyParameters.cs


using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[DisallowMultipleComponent]
public class HDRISkyParameters

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/HDRISky/HDRISkyRenderer.cs


using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class HDRISkyRenderer
: SkyRenderer<HDRISkyParameters>

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/Editor/ProceduralSkyEditor.cs


using UnityEngine;
using UnityEditor;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
//[CanEditMultipleObjects]
//[CustomEditor(typeof(ProceduralSkyParameters))]

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyParameters.cs


using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[ExecuteInEditMode]
[DisallowMultipleComponent]

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs


using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class ProceduralSkyRenderer
: SkyRenderer<ProceduralSkyParameters>

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/SkyManager.cs


using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[Serializable]
public enum SkyResolution

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/SkyParameters.cs


using System.Reflection;
using System.Linq;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[ExecuteInEditMode]
public class SkyParameters : MonoBehaviour

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/SkyRenderer.cs


using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
abstract public class SkyRenderer
{

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Utilities.cs


using System;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[Flags]
public enum ClearFlag

2
Assets/ScriptableRenderLoop/RenderPasses/ShadowRenderPass.cs


using System.Collections.Generic;
using System;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering
{
[System.Serializable]
public class ShadowSettings

2
Assets/ScriptableRenderLoop/common/TextureSettings.cs


namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering
{
[System.Serializable]
public struct TextureSettings

4
Assets/ScriptableRenderLoop/core/RenderPipeline.cs


using System;
using System.Collections.Generic;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.ScriptableRenderPipeline
namespace UnityEngine.Experimental.Rendering
{
public abstract class RenderPipeline : IRenderPipeline
{

4
Assets/ScriptableRenderLoop/fptl/FptlLighting.cs


using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityEngine.ScriptableRenderPipeline;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering.Fptl
{
public class FptlLightingInstance : RenderPipeline
{

2
Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs


using UnityEngine;
using UnityEngine.Experimental.ScriptableRenderLoop;
using UnityEngine.Experimental.Rendering;
[GenerateHLSL]
public struct SFiniteLightData

5
Assets/ShaderGenerator/Editor/CSharpToHLSL.cs


using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEditor.Experimental.Rendering
{
public class CSharpToHLSL
{

2
Assets/ShaderGenerator/Editor/ShaderGeneratorMenu.cs


namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEditor.Experimental.Rendering
{
public class ShaderGeneratorMenu
{

4
Assets/ShaderGenerator/Editor/ShaderTypeGeneration.cs


using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEditor.Experimental.Rendering
{
internal class ShaderTypeGenerator
{

2
Assets/ShaderGenerator/ShaderGeneratorAttributes.cs


using System;
namespace UnityEngine.Experimental.ScriptableRenderLoop
namespace UnityEngine.Experimental.Rendering
{
public enum PackingRules
{

5
Assets/TestScenes/HDTest/GlobalIlluminationTest/TestRealtime.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine.Experimental.ScriptableRenderLoop;
using UnityEngine.Experimental.Rendering.HDPipeline;
public class TestRealtime : MonoBehaviour {

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