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Move all core file to subfolder CoreRP + update shader include path to CoreRP/ShaderLibrary

/feature-ReflectionProbeFit
sebastienlagarde 7 年前
当前提交
4b26e012
共有 96 个文件被更改,包括 132 次插入124 次删除
  1. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader
  4. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader
  5. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDEditorUtils.cs
  6. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader
  7. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/DeferredDirectionalShadow.compute
  8. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Deferred.compute
  9. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/ShadowContext.hlsl
  10. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/builddispatchindirect.compute
  11. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-bigtile.compute
  12. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-clustered.compute
  13. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild.compute
  14. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/materialflags.compute
  15. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/scrbound.compute
  16. 10
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Lighting.hlsl
  17. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.shader
  18. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalData.hlsl
  19. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/BuildProbabilityTables.compute
  20. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/ComputeGgxIblSampleData.compute
  21. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/GGXConvolve.shader
  22. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader
  23. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitDataDisplacement.hlsl
  24. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
  25. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
  26. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader
  27. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitData.hlsl
  28. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitDataDisplacement.hlsl
  29. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader
  30. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Resources/PreIntegratedFGD.shader
  31. 16
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Material.hlsl
  32. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/CombineLighting.shader
  33. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.compute
  34. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.hlsl
  35. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.shader
  36. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.shader
  37. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/ApplyDistorsion.compute
  38. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CameraMotionVectors.shader
  39. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CopyStencilBuffer.shader
  40. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/DepthDownsample.compute
  41. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/SceneSettings/Resources/DrawSssProfile.shader
  42. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/SceneSettings/Resources/DrawTransmittanceGraph.shader
  43. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/AtmosphericScattering/AtmosphericScattering.hlsl
  44. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/BlitCubemap.shader
  45. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/HDRISky/Resources/SkyHDRI.shader
  46. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/OpaqueAtmosphericScattering.shader
  47. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/Resources/ProceduralSky.shader
  48. 4
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightShaderLibrary/Core.hlsl
  49. 4
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightShaderLibrary/InputSurface.hlsl
  50. 6
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightShaderLibrary/Lighting.hlsl
  51. 2
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightShaderLibrary/Particles.hlsl
  52. 2
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightShaderLibrary/Shadows.hlsl
  53. 12
      TestbedPipelines/Fptl/LightingTemplate.hlsl
  54. 2
      TestbedPipelines/Fptl/ShadowContext.hlsl
  55. 12
      TestbedPipelines/OnTileDeferredPipeline/Shaders/LightingTemplate.hlsl
  56. 2
      ScriptableRenderPipeline/Core/CoreRP/Resources/BlitCubeTextureFace.shader
  57. 6
      ScriptableRenderPipeline/Core/CoreRP/Resources/EncodeBC6H.compute
  58. 2
      ScriptableRenderPipeline/Core/CoreRP/Shadow/Resources/DebugDisplayShadowMap.shader
  59. 24
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Packing.hlsl
  60. 2
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/Shadow.hlsl
  61. 8
      ScriptableRenderPipeline/Core/CoreRP.meta
  62. 0
      /ScriptableRenderPipeline/Core/CoreRP/Resources.meta
  63. 0
      /ScriptableRenderPipeline/Core/CoreRP/Resources
  64. 0
      /ScriptableRenderPipeline/Core/CoreRP/TextureSettings.cs.meta
  65. 0
      /ScriptableRenderPipeline/Core/CoreRP/TextureCache.cs.meta
  66. 0
      /ScriptableRenderPipeline/Core/CoreRP/Shadow.meta
  67. 0
      /ScriptableRenderPipeline/Core/CoreRP/Debugging.meta
  68. 0
      /ScriptableRenderPipeline/Core/CoreRP/Camera.meta
  69. 0
      /ScriptableRenderPipeline/Core/CoreRP/Singleton.cs.meta
  70. 0
      /ScriptableRenderPipeline/Core/CoreRP/Singleton.cs
  71. 0
      /ScriptableRenderPipeline/Core/CoreRP/Camera
  72. 0
      /ScriptableRenderPipeline/Core/CoreRP/TextureSettings.cs
  73. 0
      /ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary.meta
  74. 0
      /ScriptableRenderPipeline/Core/CoreRP/ShaderGenerator
  75. 0
      /ScriptableRenderPipeline/Core/CoreRP/ShaderGenerator.meta
  76. 0
      /ScriptableRenderPipeline/Core/CoreRP/Editor.meta
  77. 0
      /ScriptableRenderPipeline/Core/CoreRP/SceneRenderPipeline.cs
  78. 0
      /ScriptableRenderPipeline/Core/CoreRP/SceneRenderPipeline.cs.meta
  79. 0
      /ScriptableRenderPipeline/Core/CoreRP/CommandBufferPool.cs.meta
  80. 0
      /ScriptableRenderPipeline/Core/CoreRP/Inputs.meta
  81. 0
      /ScriptableRenderPipeline/Core/CoreRP/Inputs
  82. 0
      /ScriptableRenderPipeline/Core/CoreRP/TextureCache.cs
  83. 0
      /ScriptableRenderPipeline/Core/CoreRP/CoreUtils.cs.meta
  84. 0
      /ScriptableRenderPipeline/Core/CoreRP/ProfilingSample.cs.meta
  85. 0
      /ScriptableRenderPipeline/Core/CoreRP/ProfilingSample.cs
  86. 0
      /ScriptableRenderPipeline/Core/CoreRP/CommandBufferPool.cs
  87. 0
      /ScriptableRenderPipeline/Core/CoreRP/Debugging
  88. 0
      /ScriptableRenderPipeline/Core/CoreRP/Shadow
  89. 0
      /ScriptableRenderPipeline/Core/CoreRP/CoreUtils.cs
  90. 0
      /ScriptableRenderPipeline/Core/CoreRP/EncodeBC6H.cs
  91. 0
      /ScriptableRenderPipeline/Core/CoreRP/EncodeBC6H.cs.meta
  92. 0
      /ScriptableRenderPipeline/Core/CoreRP/Volume.meta
  93. 0
      /ScriptableRenderPipeline/Core/CoreRP/Editor
  94. 0
      /ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary
  95. 0
      /ScriptableRenderPipeline/Core/CoreRP/Volume

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader


#pragma vertex Vert
#pragma fragment Frag
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl"
TEXTURECUBE(_InputCubemap);
SAMPLER(sampler_InputCubemap);

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


#pragma vertex Vert
#pragma fragment Frag
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../Debug/DebugDisplay.cs.hlsl"
#include "../ShaderVariables.hlsl"

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


#pragma multi_compile _ SHADOWS_SHADOWMASK
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
// CAUTION: In case deferred lighting need to support various lighting model statically, we will require to do multicompile with different define like UNITY_MATERIAL_LIT
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl

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


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
// Note: We have fix as guidelines that we have only one deferred material (with control of GBuffer enabled). Mean a users that add a new
// deferred material must replace the old one here. If in the future we want to support multiple layout (cause a lot of consistency problem),

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDEditorUtils.cs


{
var srpPath = GetScriptableRenderPipelinePath();
if (srpPath != null)
return Path.Combine(srpPath, "ScriptableRenderPipeline/HDRenderPipeline/");
return Path.Combine(srpPath, "ScriptableRenderPipeline/HDRenderPipeline/HDRP/");
return "Packages/com.unity.render-pipelines.high-definition/";
return "Packages/com.unity.render-pipelines.high-definition/HDRP/";
}
public static string GetPostProcessingPath()

{
var srpPath = GetScriptableRenderPipelinePath();
if (srpPath != null)
return Path.Combine(srpPath, "ScriptableRenderPipeline/Core/");
return Path.Combine(srpPath, "ScriptableRenderPipeline/Core/CoreRP");
// If the SRPMARKER is not found, we assume that a package setup is used.
return "Packages/com.unity.render-pipelines.core/";
}

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../Debug/DebugDisplay.hlsl"
// Note: We have fix as guidelines that we have only one deferred material (with control of GBuffer enabled). Mean a users that add a new

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/DeferredDirectionalShadow.compute


// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel DeferredDirectionalShadow
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../ShaderVariables.hlsl"
#include "Lighting.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Deferred.compute


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../../Debug/DebugDisplay.hlsl"
// Note: We have fix as guidelines that we have only one deferred material (with control of GBuffer enabled). Mean a users that add a new

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/ShadowContext.hlsl


#define SHADOWCONTEXT_MAX_COMPSAMPLER 1
#define SHADOW_OPTIMIZE_REGISTER_USAGE 1
#include "ShaderLibrary/Shadow/Shadow.hlsl"
#include "CoreRP/ShaderLibrary/Shadow/Shadow.hlsl"
TEXTURE2D_ARRAY(_ShadowmapExp_VSM_0);
SAMPLER(sampler_ShadowmapExp_VSM_0);

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/builddispatchindirect.compute


#pragma kernel BuildDispatchIndirect
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "LightLoop.cs.hlsl"
#include "../../ShaderVariables.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-bigtile.compute


#pragma kernel BigTileLightListGen
#include "ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "LightLoop.cs.hlsl"
#include "LightingConvexHullUtils.hlsl"
#include "SortingComputeUtils.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-clustered.compute


#pragma kernel TileLightListGen_DepthRT_MSAA_SrcBigTile LIGHTLISTGEN=TileLightListGen_DepthRT_MSAA_SrcBigTile ENABLE_DEPTH_TEXTURE_BACKPLANE MSAA_ENABLED USE_TWO_PASS_TILED_LIGHTING
#pragma kernel ClearAtomic
#include "ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "ShaderBase.hlsl"
#include "LightLoop.cs.hlsl"
#include "LightingConvexHullUtils.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild.compute


//#pragma #pragma enable_d3d11_debug_symbols
#include "ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "ShaderBase.hlsl"
#include "LightLoop.cs.hlsl"
#include "LightingConvexHullUtils.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/materialflags.compute


// #pragma enable_d3d11_debug_symbols
#include "ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "ShaderBase.hlsl"
#include "LightLoop.cs.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/scrbound.compute


#pragma kernel ScreenBoundsAABB
#include "ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "LightLoop.cs.hlsl"
uniform int g_isOrthographic;

10
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Lighting.hlsl


#ifndef UNITY_LIGHTING_INCLUDED
#define UNITY_LIGHTING_INCLUDED
#include "ShaderLibrary/CommonLighting.hlsl"
#include "ShaderLibrary/CommonShadow.hlsl"
#include "ShaderLibrary/Sampling/Sampling.hlsl"
#include "ShaderLibrary/AreaLighting.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "CoreRP/ShaderLibrary/CommonLighting.hlsl"
#include "CoreRP/ShaderLibrary/CommonShadow.hlsl"
#include "CoreRP/ShaderLibrary/Sampling/Sampling.hlsl"
#include "CoreRP/ShaderLibrary/AreaLighting.hlsl"
#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl"
// The light loop (or lighting architecture) is in charge to:
// - Define light list

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.shader


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

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalData.hlsl


//-------------------------------------------------------------------------------------
// Fill SurfaceData/Builtin data function
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Packing.hlsl"
#include "ShaderLibrary/Sampling/SampleUVMapping.hlsl"
#include "CoreRP/ShaderLibrary/Packing.hlsl"
#include "CoreRP/ShaderLibrary/Sampling/SampleUVMapping.hlsl"
void GetSurfaceData(float2 texCoordDS, out DecalSurfaceData surfaceData)
{

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/BuildProbabilityTables.compute


// Ref: PBRT v3, 13.6.7 "Piecewise-Constant 2D Distributions".
// Note that we use the equiareal sphere-to-square mapping instead of the latitude-longitude one.
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl"
#include "../../ShaderVariables.hlsl"
/* --- Input --- */

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/ComputeGgxIblSampleData.compute


// Precomputes data for IntegrateLD(). See that function for a detailed description.
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl"
#ifdef SHADER_API_MOBILE
#define MAX_IBL_SAMPLE_CNT 34

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/GGXConvolve.shader


#pragma vertex Vert
#pragma fragment Frag
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl"
#include "GGXConvolution.cs.hlsl"
#include "../../ShaderVariables.hlsl"

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader


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

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitDataDisplacement.hlsl


return BlendLayeredScalar(height0, height1, height2, height3, weights);
}
#include "ShaderLibrary/PerPixelDisplacement.hlsl"
#include "CoreRP/ShaderLibrary/PerPixelDisplacement.hlsl"
#endif // defined(_PIXEL_DISPLACEMENT) && LAYERS_HEIGHTMAP_ENABLE

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


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/common.hlsl"
#include "ShaderLibrary/Wind.hlsl"
#include "ShaderLibrary/GeometricTools.hlsl"
#include "ShaderLibrary/tessellation.hlsl"
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/Wind.hlsl"
#include "CoreRP/ShaderLibrary/GeometricTools.hlsl"
#include "CoreRP/ShaderLibrary/tessellation.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"

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


// Define refraction keyword helpers
#define HAS_REFRACTION (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
#if HAS_REFRACTION
# include "ShaderLibrary/Refraction.hlsl"
# include "CoreRP/ShaderLibrary/Refraction.hlsl"
# if defined(_REFRACTION_PLANE)
# define REFRACTION_MODEL(V, posInputs, bsdfData) RefractionModelPlane(V, posInputs.positionWS, bsdfData.normalWS, bsdfData.ior, bsdfData.thickness)

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader


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

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitData.hlsl


//-------------------------------------------------------------------------------------
// Fill SurfaceData/Builtin data function
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Sampling/SampleUVMapping.hlsl"
#include "CoreRP/ShaderLibrary/Sampling/SampleUVMapping.hlsl"
#include "../MaterialUtilities.hlsl"
#include "../Decal/DecalUtilities.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitDataDisplacement.hlsl


return SAMPLE_TEXTURE2D_LOD(_HeightMap, sampler_HeightMap, param.uv + texOffsetCurrent, lod).r;
}
#include "ShaderLibrary/PerPixelDisplacement.hlsl"
#include "CoreRP/ShaderLibrary/PerPixelDisplacement.hlsl"
void ApplyDisplacementTileScale(inout float height)
{

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


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/common.hlsl"
#include "ShaderLibrary/Wind.hlsl"
#include "ShaderLibrary/GeometricTools.hlsl"
#include "ShaderLibrary/tessellation.hlsl"
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/Wind.hlsl"
#include "CoreRP/ShaderLibrary/GeometricTools.hlsl"
#include "CoreRP/ShaderLibrary/tessellation.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Resources/PreIntegratedFGD.shader


#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl"
#include "../../../ShaderVariables.hlsl"
struct Attributes

16
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Material.hlsl


#ifndef UNITY_MATERIAL_INCLUDED
#define UNITY_MATERIAL_INCLUDED
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Packing.hlsl"
#include "ShaderLibrary/BSDF.hlsl"
#include "ShaderLibrary/Debug.hlsl"
#include "ShaderLibrary/GeometricTools.hlsl"
#include "ShaderLibrary/CommonMaterial.hlsl"
#include "ShaderLibrary/EntityLighting.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "CoreRP/ShaderLibrary/Color.hlsl"
#include "CoreRP/ShaderLibrary/Packing.hlsl"
#include "CoreRP/ShaderLibrary/BSDF.hlsl"
#include "CoreRP/ShaderLibrary/Debug.hlsl"
#include "CoreRP/ShaderLibrary/GeometricTools.hlsl"
#include "CoreRP/ShaderLibrary/CommonMaterial.hlsl"
#include "CoreRP/ShaderLibrary/EntityLighting.hlsl"
#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl"
#include "../Sky/AtmosphericScattering/AtmosphericScattering.hlsl"
// Guidelines for Material Keyword.

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/CombineLighting.shader


#pragma vertex Vert
#pragma fragment Frag
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
TEXTURE2D(_IrradianceSource);

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.compute


// Included headers
//--------------------------------------------------------------------------------------------------
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Packing.hlsl"
#include "ShaderLibrary/Sampling/Sampling.hlsl"
#include "ShaderLibrary/SpaceFillingCurves.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Packing.hlsl"
#include "CoreRP/ShaderLibrary/Sampling/Sampling.hlsl"
#include "CoreRP/ShaderLibrary/SpaceFillingCurves.hlsl"
#include "../../ShaderVariables.hlsl"
#include "../../Lighting/LightDefinition.cs.hlsl"
#include "SubsurfaceScattering.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.hlsl


#include "SubsurfaceScatteringSettings.cs.hlsl"
#include "ShaderLibrary\Packing.hlsl"
#include "CoreRP/ShaderLibrary/Packing.hlsl"
#include "CommonSubsurfaceScattering.hlsl"
// Subsurface scattering constant

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


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../../ShaderVariables.hlsl"
#include "SubsurfaceScattering.hlsl"

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


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/common.hlsl"
#include "CoreRP/ShaderLibrary/common.hlsl"
#include "../../ShaderVariables.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/ApplyDistorsion.compute


#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../Material/Builtin/BuiltinData.hlsl"
TEXTURE2D(_DistortionTexture);

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


#pragma target 4.5
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../ShaderVariables.hlsl"
#include "../ShaderPass/FragInputs.hlsl"
#include "../ShaderPass/VaryingMesh.hlsl"

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CopyStencilBuffer.shader


#pragma only_renderers d3d11 ps4 xboxone vulkan metal
// #pragma enable_d3d11_debug_symbols
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Packing.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Packing.hlsl"
#include "../ShaderVariables.hlsl"
#include "../Lighting/LightDefinition.cs.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/DepthDownsample.compute


#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
Texture2D<float> _Source;
RWTexture2D<float> _Result;

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/SceneSettings/Resources/DrawSssProfile.shader


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#define USE_LEGACY_UNITY_MATRIX_VARIABLES
#include "../../ShaderVariables.hlsl"
#ifdef SSS_MODEL_BASIC

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/SceneSettings/Resources/DrawTransmittanceGraph.shader


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/CommonMaterial.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/CommonMaterial.hlsl"
#define USE_LEGACY_UNITY_MATRIX_VARIABLES
#include "../../ShaderVariables.hlsl"
#include "../../Material/SubsurfaceScattering/CommonSubsurfaceScattering.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/AtmosphericScattering/AtmosphericScattering.hlsl


#ifndef UNITY_ATMOSPHERIC_SCATTERING_INCLUDED
#define UNITY_ATMOSPHERIC_SCATTERING_INCLUDED
#include "ShaderLibrary/VolumeRendering.hlsl"
#include "CoreRP/ShaderLibrary/VolumeRendering.hlsl"
#include "AtmosphericScattering.cs.hlsl"
#include "../SkyVariables.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/BlitCubemap.shader


#pragma fragment frag
#pragma target 4.5
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
TEXTURECUBE(_MainTex);
SAMPLER(sampler_MainTex);

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/HDRISky/Resources/SkyHDRI.shader


#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/CommonLighting.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Color.hlsl"
#include "CoreRP/ShaderLibrary/CommonLighting.hlsl"
TEXTURECUBE(_Cubemap);
SAMPLER(sampler_Cubemap);

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/OpaqueAtmosphericScattering.shader


#pragma enable_d3d11_debug_symbols
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../ShaderVariables.hlsl"
#include "AtmosphericScattering/AtmosphericScattering.hlsl"

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/Resources/ProceduralSky.shader


#pragma multi_compile _ _ENABLE_SUN_DISK
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/CommonLighting.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Color.hlsl"
#include "CoreRP/ShaderLibrary/CommonLighting.hlsl"
float4 _SkyParam; // x exposure, y multiplier, z rotation
float4x4 _PixelCoordToViewDirWS; // Actually just 3x3, but Unity can only set 4x4

4
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightShaderLibrary/Core.hlsl


#ifndef LIGHTWEIGHT_PIPELINE_CORE_INCLUDED
#define LIGHTWEIGHT_PIPELINE_CORE_INCLUDED
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Packing.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Packing.hlsl"
#include "Input.hlsl"
#ifdef _NORMALMAP

4
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightShaderLibrary/InputSurface.hlsl


#define LIGHTWEIGHT_SURFACE_INPUT_INCLUDED
#include "Core.hlsl"
#include "ShaderLibrary/Packing.hlsl"
#include "ShaderLibrary/CommonMaterial.hlsl"
#include "CoreRP/ShaderLibrary/Packing.hlsl"
#include "CoreRP/ShaderLibrary/CommonMaterial.hlsl"
#ifdef _SPECULAR_SETUP
#define SAMPLE_METALLICSPECULAR(uv) SAMPLE_TEXTURE2D(_SpecGlossMap, sampler_SpecGlossMap, uv)

6
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightShaderLibrary/Lighting.hlsl


#ifndef LIGHTWEIGHT_LIGHTING_INCLUDED
#define LIGHTWEIGHT_LIGHTING_INCLUDED
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/EntityLighting.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/EntityLighting.hlsl"
#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl"
#include "Core.hlsl"
#include "Shadows.hlsl"

2
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightShaderLibrary/Particles.hlsl


#include "Core.hlsl"
#include "InputSurface.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "CoreRP/ShaderLibrary/Color.hlsl"
#if defined (_COLORADDSUBDIFF_ON)
half4 _ColorAddSubDiff;

2
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightShaderLibrary/Shadows.hlsl


#ifndef LIGHTWEIGHT_SHADOWS_INCLUDED
#define LIGHTWEIGHT_SHADOWS_INCLUDED
#include "ShaderLibrary\Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#define MAX_SHADOW_CASCADES 4

12
TestbedPipelines/Fptl/LightingTemplate.hlsl


#define CUBEMAPFACE_NEGATIVE_Z 5
#if defined(SHADER_API_D3D11)
# include "ShaderLibrary/API/D3D11.hlsl"
# include "CoreRP/ShaderLibrary/API/D3D11.hlsl"
# include "ShaderLibrary/API/PSSL.hlsl"
# include "CoreRP/ShaderLibrary/API/PSSL.hlsl"
# include "ShaderLibrary/API/D3D11.hlsl"
# include "ShaderLibrary/API/D3D11_1.hlsl"
# include "CoreRP/ShaderLibrary/API/D3D11.hlsl"
# include "CoreRP/ShaderLibrary/API/D3D11_1.hlsl"
# include "ShaderLibrary/API/Metal.hlsl"
# include "CoreRP/ShaderLibrary/API/Metal.hlsl"
#include "ShaderLibrary/API/Validate.hlsl"
#include "CoreRP/ShaderLibrary/API/Validate.hlsl"
#include "Shadow.hlsl"

2
TestbedPipelines/Fptl/ShadowContext.hlsl


#define SHADOWCONTEXT_MAX_SAMPLER 0
#define SHADOWCONTEXT_MAX_COMPSAMPLER 1
#include "ShaderLibrary/Shadow/Shadow.hlsl"
#include "CoreRP/ShaderLibrary/Shadow/Shadow.hlsl"
TEXTURE2D_ARRAY(_ShadowmapExp_PCF);
SAMPLER2D_SHADOW(sampler_ShadowmapExp_PCF);

12
TestbedPipelines/OnTileDeferredPipeline/Shaders/LightingTemplate.hlsl


#define DIRECTIONAL_LIGHT (3)
#if defined(SHADER_API_D3D11)
# include "ShaderLibrary/API/D3D11.hlsl"
# include "CoreRP/ShaderLibrary/API/D3D11.hlsl"
# include "ShaderLibrary/API/PSSL.hlsl"
# include "CoreRP/ShaderLibrary/API/PSSL.hlsl"
# include "ShaderLibrary/API/D3D11.hlsl"
# include "ShaderLibrary/API/D3D11_1.hlsl"
# include "CoreRP/ShaderLibrary/API/D3D11.hlsl"
# include "CoreRP/ShaderLibrary/API/D3D11_1.hlsl"
# include "ShaderLibrary/API/Metal.hlsl"
# include "CoreRP/ShaderLibrary/API/Metal.hlsl"
#include "ShaderLibrary/API/Validate.hlsl"
#include "CoreRP/ShaderLibrary/API/Validate.hlsl"
#include "../../Fptl/Shadow.hlsl"
UNITY_DECLARE_DEPTH_TEXTURE(_CameraGBufferZ);

2
ScriptableRenderPipeline/Core/CoreRP/Resources/BlitCubeTextureFace.shader


Cull Off
HLSLPROGRAM
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#pragma vertex vert
#pragma fragment frag

6
ScriptableRenderPipeline/Core/CoreRP/Resources/EncodeBC6H.compute


#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/BC6H.hlsl"
#include "ShaderLibrary/Sampling/Sampling.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/BC6H.hlsl"
#include "CoreRP/ShaderLibrary/Sampling/Sampling.hlsl"
TextureCube<float4> _Source;
RWTexture2DArray<uint4> _Target;

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


#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#include "ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
float4 _TextureScaleBias;
float _TextureSlice;

24
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Packing.hlsl


// Ref: http://jcgt.org/published/0003/02/01/paper.pdf
// Encode with Oct, this function work with any size of output
// return float between [-1, 1]
float2 PackNormalOctEncode(float3 n)
{
//float l1norm = dot(abs(n), 1.0);
//float2 res0 = n.xy * (1.0 / l1norm);
//float2 val = 1.0 - abs(res0.yx);
//return (n.zz < float2(0.0, 0.0) ? (res0 >= 0.0 ? val : -val) : res0);
// Optimized version of above code:
n *= rcp(dot(abs(n), 1.0));
float t = saturate(-n.z);
return n.xy + (n.xy >= 0.0 ? t : -t);
float2 PackNormalOctEncode(float3 n)
{
//float l1norm = dot(abs(n), 1.0);
//float2 res0 = n.xy * (1.0 / l1norm);
//float2 val = 1.0 - abs(res0.yx);
//return (n.zz < float2(0.0, 0.0) ? (res0 >= 0.0 ? val : -val) : res0);
// Optimized version of above code:
n *= rcp(dot(abs(n), 1.0));
float t = saturate(-n.z);
return n.xy + (n.xy >= 0.0 ? t : -t);
}
float3 UnpackNormalOctEncode(float2 f)

2
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/Shadow.hlsl


#define SHADOW_OPTIMIZE_REGISTER_USAGE 0
#endif
#include "Shadow/ShadowBase.cs.hlsl" // ShadowData definition, auto generated (don't modify)
#include "CoreRP/Shadow/ShadowBase.cs.hlsl" // ShadowData definition, auto generated (don't modify)
#include "ShadowTexFetch.hlsl" // Resource sampling definitions (don't modify)
struct ShadowContext

8
ScriptableRenderPipeline/Core/CoreRP.meta


fileFormatVersion: 2
guid: ece10b06a2a0821449c2c303c83ac5b2
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

/ScriptableRenderPipeline/Core/Resources.meta → /ScriptableRenderPipeline/Core/CoreRP/Resources.meta

/ScriptableRenderPipeline/Core/Resources → /ScriptableRenderPipeline/Core/CoreRP/Resources

/ScriptableRenderPipeline/Core/TextureSettings.cs.meta → /ScriptableRenderPipeline/Core/CoreRP/TextureSettings.cs.meta

/ScriptableRenderPipeline/Core/TextureCache.cs.meta → /ScriptableRenderPipeline/Core/CoreRP/TextureCache.cs.meta

/ScriptableRenderPipeline/Core/Shadow.meta → /ScriptableRenderPipeline/Core/CoreRP/Shadow.meta

/ScriptableRenderPipeline/Core/Debugging.meta → /ScriptableRenderPipeline/Core/CoreRP/Debugging.meta

/ScriptableRenderPipeline/Core/Camera.meta → /ScriptableRenderPipeline/Core/CoreRP/Camera.meta

/ScriptableRenderPipeline/Core/Singleton.cs.meta → /ScriptableRenderPipeline/Core/CoreRP/Singleton.cs.meta

/ScriptableRenderPipeline/Core/Singleton.cs → /ScriptableRenderPipeline/Core/CoreRP/Singleton.cs

/ScriptableRenderPipeline/Core/Camera → /ScriptableRenderPipeline/Core/CoreRP/Camera

/ScriptableRenderPipeline/Core/TextureSettings.cs → /ScriptableRenderPipeline/Core/CoreRP/TextureSettings.cs

/ScriptableRenderPipeline/Core/ShaderLibrary.meta → /ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary.meta

/ScriptableRenderPipeline/Core/ShaderGenerator → /ScriptableRenderPipeline/Core/CoreRP/ShaderGenerator

/ScriptableRenderPipeline/Core/ShaderGenerator.meta → /ScriptableRenderPipeline/Core/CoreRP/ShaderGenerator.meta

/ScriptableRenderPipeline/Core/Editor.meta → /ScriptableRenderPipeline/Core/CoreRP/Editor.meta

/ScriptableRenderPipeline/Core/SceneRenderPipeline.cs → /ScriptableRenderPipeline/Core/CoreRP/SceneRenderPipeline.cs

/ScriptableRenderPipeline/Core/SceneRenderPipeline.cs.meta → /ScriptableRenderPipeline/Core/CoreRP/SceneRenderPipeline.cs.meta

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

/ScriptableRenderPipeline/Core/Inputs.meta → /ScriptableRenderPipeline/Core/CoreRP/Inputs.meta

/ScriptableRenderPipeline/Core/Inputs → /ScriptableRenderPipeline/Core/CoreRP/Inputs

/ScriptableRenderPipeline/Core/TextureCache.cs → /ScriptableRenderPipeline/Core/CoreRP/TextureCache.cs

/ScriptableRenderPipeline/Core/CoreUtils.cs.meta → /ScriptableRenderPipeline/Core/CoreRP/CoreUtils.cs.meta

/ScriptableRenderPipeline/Core/ProfilingSample.cs.meta → /ScriptableRenderPipeline/Core/CoreRP/ProfilingSample.cs.meta

/ScriptableRenderPipeline/Core/ProfilingSample.cs → /ScriptableRenderPipeline/Core/CoreRP/ProfilingSample.cs

/ScriptableRenderPipeline/Core/CommandBufferPool.cs → /ScriptableRenderPipeline/Core/CoreRP/CommandBufferPool.cs

/ScriptableRenderPipeline/Core/Debugging → /ScriptableRenderPipeline/Core/CoreRP/Debugging

/ScriptableRenderPipeline/Core/Shadow → /ScriptableRenderPipeline/Core/CoreRP/Shadow

/ScriptableRenderPipeline/Core/CoreUtils.cs → /ScriptableRenderPipeline/Core/CoreRP/CoreUtils.cs

/ScriptableRenderPipeline/Core/EncodeBC6H.cs → /ScriptableRenderPipeline/Core/CoreRP/EncodeBC6H.cs

/ScriptableRenderPipeline/Core/EncodeBC6H.cs.meta → /ScriptableRenderPipeline/Core/CoreRP/EncodeBC6H.cs.meta

/ScriptableRenderPipeline/Core/Volume.meta → /ScriptableRenderPipeline/Core/CoreRP/Volume.meta

/ScriptableRenderPipeline/Core/Editor → /ScriptableRenderPipeline/Core/CoreRP/Editor

/ScriptableRenderPipeline/Core/ShaderLibrary → /ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary

/ScriptableRenderPipeline/Core/Volume → /ScriptableRenderPipeline/Core/CoreRP/Volume

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