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Merge branch 'master' into feature/SSR
Merge branch 'master' into feature/SSR
# Conflicts: # ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/BuildPlayer/HDRPVariantStripper.cs # ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs # ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs/main
Frédéric Vauchelles
7 年前
当前提交
4d7f78f1
共有 950 个文件被更改,包括 1882 次插入 和 2022 次删除
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6.gitattributes
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6.gitignore
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14.gitmodules
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16README.md
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161build.py
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2com.unity.render-pipelines.high-definition/HDRP/Editor/BuildPlayer/HDRPCustomBuildProcessor.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/HDBaseEditor.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/HDEditorCLI.cs
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6com.unity.render-pipelines.high-definition/HDRP/Editor/Sky/VisualEnvironmentEditor.cs
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6com.unity.render-pipelines.high-definition/HDRP/Editor/Sky/SkySettingsEditor.cs
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9com.unity.render-pipelines.high-definition/HDRP/Editor/Sky/BakingSkyEditor.cs
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4com.unity.render-pipelines.high-definition/HDRP/Editor/Sky/AtmosphericScattering/LinearFogEditor.cs
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6com.unity.render-pipelines.high-definition/HDRP/Editor/Sky/AtmosphericScattering/AtmosphericScatteringEditor.cs
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3com.unity.render-pipelines.high-definition/HDRP/Editor/com.unity.render-pipelines.high-definition.Editor.asmdef
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98com.unity.render-pipelines.high-definition/HDRP/Editor/EditorRenderPipelineResources/ReflectionProbesPreview.shader
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2com.unity.render-pipelines.high-definition/HDRP/Editor/HDShaderIncludePaths.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/BaseUI.cs
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9com.unity.render-pipelines.high-definition/HDRP/Editor/HDRenderPipelineMenuItems.cs
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6com.unity.render-pipelines.high-definition/HDRP/Editor/Shadows/HDShadowSettingsEditor.cs
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4com.unity.render-pipelines.high-definition/HDRP/Editor/Shadows/ContactShadowsEditor.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/Camera/SerializedHDCamera.cs
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105com.unity.render-pipelines.high-definition/HDRP/Editor/Camera/HDCameraUI.cs
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26com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Volumetric/Texture3DCreationEditor.cs
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8com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Volumetric/DensityVolumeEditor.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/Volume/SerializedReflectionProxyVolumeComponent.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/Volume/SerializedProxyVolume.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/Volume/SerializedInfluenceVolume.cs
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11com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/Volume/ReflectionProxyVolumeComponentUI.cs
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20com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/Volume/ProxyVolumeUI.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/Volume/ProxyVolumeEditor.cs
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3com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.cs
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4com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Handles.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Gizmos.cs
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40com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Drawers.cs
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6com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/SerializedPlanarReflectionProbe.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/SerializedHDReflectionProbe.cs
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3com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/ScreenSpaceRefractionEditor.cs
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3com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/ScreenSpaceLightingEditor.cs
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3com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/PlanarReflectionProbeUI.cs
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138com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/PlanarReflectionProbeUI.Handles.cs
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132com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/PlanarReflectionProbeUI.Drawers.cs
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12com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/PlanarReflectionProbeEditor.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/HDReflectionProbeUI.cs
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123com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/HDReflectionProbeUI.Drawers.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/HDReflectionProbeEditorUtility.cs
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9com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/HDReflectionProbeEditor.cs
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3com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/HDReflectionProbeEditor.Preview.cs
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4com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/HDReflectionProbeEditor.Handles.cs
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4com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/HDCubemapInspector.cs
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16com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/EditorReflectionSystemGUI.cs
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18com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/EditorReflectionSystem.cs
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96com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightEditor.cs
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3com.unity.render-pipelines.high-definition/HDRP/Editor/RenderLoopSettings/ShadowInitParametersUI.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/RenderLoopSettings/SerializedShadowInitParameters.cs
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6com.unity.render-pipelines.high-definition/HDRP/Editor/RenderLoopSettings/SerializedRenderPipelineSettings.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/RenderLoopSettings/SerializedLightLoopSettings.cs
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4com.unity.render-pipelines.high-definition/HDRP/Editor/RenderLoopSettings/SerializedHDRenderPipelineAsset.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/RenderLoopSettings/SerializedGlobalLightLoopSettings.cs
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22com.unity.render-pipelines.high-definition/HDRP/Editor/RenderLoopSettings/SerializedGlobalDecalSettings.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/RenderLoopSettings/SerializedFrameSettings.cs
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53com.unity.render-pipelines.high-definition/HDRP/Editor/RenderLoopSettings/RenderPipelineSettingsUI.cs
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10com.unity.render-pipelines.high-definition/HDRP/Editor/RenderLoopSettings/LightLoopSettingsUI.cs
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34com.unity.render-pipelines.high-definition/HDRP/Editor/RenderLoopSettings/HDRenderPipelineUI.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/RenderLoopSettings/HDRenderPipelineEditor.cs
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17com.unity.render-pipelines.high-definition/HDRP/Editor/RenderLoopSettings/GlobalLightLoopSettingsUI.cs
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33com.unity.render-pipelines.high-definition/HDRP/Editor/RenderLoopSettings/GlobalDecalSettingsUI.cs
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82com.unity.render-pipelines.high-definition/HDRP/Editor/RenderLoopSettings/FrameSettingsUI.cs
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49com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Unlit/UnlitsToHDUnlitUpgrader.cs
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1com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Unlit/UnlitUI.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Unlit/BaseUnlitUI.cs
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57com.unity.render-pipelines.high-definition/HDRP/Editor/Material/StackLit/StackLitUI.cs
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11com.unity.render-pipelines.high-definition/HDRP/Editor/Material/StackLit/BaseMaterialUI.cs
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50com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Lit/StandardsToHDLitMaterialUpgrader.cs
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13com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Lit/LitUI.cs
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4com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Lit/BaseLitUI.cs
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5com.unity.render-pipelines.high-definition/HDRP/Editor/Material/LayeredLit/LayeredLitUI.cs
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6com.unity.render-pipelines.high-definition/HDRP/Editor/Material/DiffusionProfile/DiffusionProfileSettingsEditor.cs
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19com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Decal/DecalUI.cs
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34com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Decal/DecalProjectorComponentEditor.cs
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4com.unity.render-pipelines.high-definition/HDRP/Editor/AssetPostProcessors/NormalMapVarianceTexturePostprocessor.cs
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2com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightingConvexHullUtils.hlsl
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30com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/ShadowContext.hlsl
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6com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoopSettings.cs
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5com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/Deferred.compute
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12com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/builddispatchindirect.compute
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10com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/cleardispatchindirect.compute
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4com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightCullUtils.hlsl
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12com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/ClusteredUtils.hlsl
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70com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/Shadow.hlsl
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36com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoop.cs.hlsl
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250com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/lightlistbuild-bigtile.compute
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530com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/lightlistbuild-clustered.compute
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524com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/lightlistbuild.compute
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60com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/materialflags.compute
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638com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/scrbound.compute
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3com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/GlobalLightLoopSettings.cs
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8com.unity.render-pipelines.high-definition/HDRP/Lighting/Lighting.hlsl
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2com.unity.render-pipelines.high-definition/HDRP/Lighting/Reflection/Volumes/ShapeType.cs
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2com.unity.render-pipelines.high-definition/HDRP/Lighting/Reflection/Volumes/ReflectionProxyVolumeComponent.cs
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ShaderGraph/**/*.png filter=lfs diff=lfs merge=lfs -text |
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ShaderGraph/**/*.gif filter=lfs diff=lfs merge=lfs -text |
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com.unity.shadergraph/**/*.png filter=lfs diff=lfs merge=lfs -text |
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com.unity.shadergraph/**/*.gif filter=lfs diff=lfs merge=lfs -text |
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TestProjects/ShaderGraph/**/*.png filter=lfs diff=lfs merge=lfs -text |
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TestProjects/LWRP/**/*.tif filter=lfs diff=lfs merge=lfs -text |
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#!/usr/bin/python -B |
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import os |
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import json |
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import platform |
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import shutil |
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import subprocess |
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import textwrap |
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|
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sub_packages = {} |
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sub_package_folders = {} |
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publish_order = [] |
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("com.unity.render-pipelines.core", os.path.join("ScriptableRenderPipeline", "Core")), |
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("com.unity.render-pipelines.high-definition", os.path.join("ScriptableRenderPipeline", "HDRenderPipeline")), |
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("com.unity.render-pipelines.lightweight", os.path.join("ScriptableRenderPipeline", "LightweightPipeline")) |
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("com.unity.render-pipelines.core", os.path.join("com.unity.render-pipelines.core")), |
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("com.unity.render-pipelines.lightweight", os.path.join("com.unity.render-pipelines.lightweight")), |
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("com.unity.render-pipelines.high-definition", os.path.join("com.unity.render-pipelines.high-definition")), |
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("com.unity.shadergraph", os.path.join("com.unity.shadergraph")), |
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def prepare(logger): |
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file_path = os.path.join("./ScriptableRenderPipeline", "master-package.json") |
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if os.path.isfile(file_path): |
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logger.info("Found master package file: {}".format(file_path)) |
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with open(file_path) as file: |
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try: |
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master_package = json.load(file) |
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except json.JSONDecodeError as e: |
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logger.critical(e) |
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exit(1) |
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|
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potential_folders = master_package["subPackages"] if "subPackages" in master_package else [] |
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for item in potential_folders: |
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file_path = os.path.join("./ScriptableRenderPipeline", item, "sub-package.json") |
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if os.path.isfile(file_path): |
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logger.info("Found sub-package file: {}".format(file_path)) |
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with open(file_path) as file: |
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try: |
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sub_package = json.load(file) |
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sub_packages[sub_package["name"]] = sub_package |
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sub_package_folders[sub_package["name"] |
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] = os.path.join("./ScriptableRenderPipeline", item) |
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except json.JSONDecodeError as e: |
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logger.critical("Error: {}".format(e)) |
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|
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if not sub_packages: |
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logger.critical("Error: No sub-packages found.") |
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exit(1) |
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|
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if "version" not in master_package: |
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logger.critical("Master package must contain a \"version\" field") |
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exit(1) |
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|
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print("Propagating master package version to sub-packages") |
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for sub_package in sub_packages.values(): |
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sub_package["version"] = master_package["version"] |
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|
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if "unity" in master_package: |
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print("Propagating master package Unity version to sub-packages") |
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for sub_package in sub_packages.values(): |
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sub_package["unity"] = master_package["unity"] |
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|
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if "dependencies" in master_package and master_package["dependencies"]: |
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print("Propagating shared dependencies:") |
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for name, version in master_package["dependencies"].items(): |
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logger.info(" {}@{}".format(name, version)) |
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for sub_package in sub_packages.values(): |
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if "dependencies" not in sub_package or not sub_package["dependencies"]: |
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sub_package["dependencies"] = {} |
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for name, version in master_package["dependencies"].items(): |
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sub_package["dependencies"][name] = version |
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|
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logger.info("Creating dependency tree:") |
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dependency_list = {} |
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dependency_tree = {} |
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for i, sub_package in enumerate(sub_packages.values()): |
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dependency_list[sub_package["name"]] = {} |
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for i, sub_package in enumerate(sub_packages.values()): |
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if "subDependencies" in sub_package and sub_package["subDependencies"]: |
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for dependency in sub_package["subDependencies"]: |
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dependency_list[dependency][sub_package["name"] |
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] = dependency_list[sub_package["name"]] |
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else: |
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dependency_tree[sub_package["name"] |
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] = dependency_list[sub_package["name"]] |
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|
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if not dependency_tree: |
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logger.critical("Dependency tree is empty. You might have a circular reference.") |
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exit(1) |
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|
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def print_dependency_tree(tree, indent): |
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for key, sub_tree in tree.items(): |
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print(key, " " * indent) |
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print_dependency_tree(sub_tree, indent + 1) |
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|
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print_dependency_tree(dependency_tree, 1) |
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|
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logger.info("Creating publish order:") |
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visited = set() |
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|
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def fill_publish_order(tree): |
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for key, sub_tree in tree.items(): |
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if key not in visited: |
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publish_order.append(key) |
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fill_publish_order(sub_tree) |
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|
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fill_publish_order(dependency_tree) |
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for name in publish_order: |
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logger.info(" {}".format(name)) |
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|
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print "Resolving dependencies between sub-packages:" |
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for sub_package in sub_packages.values(): |
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if "dependencies" not in sub_package or not sub_package["dependencies"]: |
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sub_package["dependencies"] = {} |
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if "subDependencies" in sub_package and sub_package["subDependencies"]: |
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logger.info(" {}:".format(sub_package["name"])) |
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for sub_dependency in sub_package["subDependencies"]: |
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sub_package["dependencies"][sub_dependency] = master_package["version"] |
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logger.info(" {}@{}".format(sub_dependency, |
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sub_package["dependencies"][sub_dependency])) |
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del sub_package["subDependencies"] |
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|
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logger.info("Writing package files:") |
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for name in publish_order: |
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sub_package = sub_packages[name] |
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package_path = os.path.join(sub_package_folders[name], "package.json") |
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logger.info(" {}:".format(package_path)) |
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with open(package_path, 'w') as file: |
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json.dump(sub_package, file, indent=4, sort_keys=True) |
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|
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import unity_package_build |
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for name in publish_order: |
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package_path = os.path.join(sub_package_folders[name]) |
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unity_package_build.copy_file_to_project("LICENSE.md", ".", package_path, logger) |
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unity_package_build.copy_file_to_project("CHANGELOG.md", ".", package_path, logger) |
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|
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def cleanup(logger): |
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logger.info("Reverting temporary file changes:") |
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files = [] |
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for name in publish_order: |
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folder = sub_package_folders[name] |
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files.append(os.path.join(folder, "package.json")) |
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for file in files: |
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logger.info(" {}".format(file)) |
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subprocess.call(["git", "checkout", file], cwd=".") |
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|
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# Prepare an empty project for editor tests |
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def prepare_editor_test_project(repo_path, project_path, logger): |
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import unity_package_build |
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dest_path = os.path.join(project_path, "Assets", "ScriptableRenderLoop") |
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unity_package_build.copy_path_to_project("ImageTemplates", repo_path, dest_path, logger) |
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unity_package_build.copy_path_to_project("Tests", repo_path, dest_path, logger) |
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unity_package_build.copy_file_to_project("SRPMARKER", repo_path, dest_path, logger) |
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unity_package_build.copy_file_to_project("SRPMARKER.meta", repo_path, dest_path, logger) |
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unity_package_build.copy_file_to_project("ImageTemplates.meta", repo_path, dest_path, logger) |
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unity_package_build.copy_file_to_project("Tests.meta", repo_path, dest_path, logger) |
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def test_packages_list(): |
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return [ |
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"com.unity.render-pipelines.core", |
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"com.unity.render-pipelines.lightweight", |
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"com.unity.render-pipelines.high-definition", |
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"com.unity.shadergraph" |
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] |
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|
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|
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try: |
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import unity_package_build |
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build_log = unity_package_build.setup() |
|
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using UnityEngine.Experimental.Rendering.HDPipeline; |
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using UnityEngine.Experimental.Rendering.HDPipeline; |
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class SerializedGlobalDecalSettings |
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{ |
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public SerializedProperty root; |
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class SerializedGlobalDecalSettings |
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{ |
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public SerializedProperty root; |
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public SerializedProperty drawDistance; |
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public SerializedProperty atlasWidth; |
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public SerializedProperty drawDistance; |
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public SerializedProperty atlasWidth; |
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public SerializedGlobalDecalSettings(SerializedProperty root) |
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public SerializedGlobalDecalSettings(SerializedProperty root) |
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drawDistance = root.Find((GlobalDecalSettings s) => s.drawDistance); |
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atlasWidth = root.Find((GlobalDecalSettings s) => s.atlasWidth); |
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atlasHeight = root.Find((GlobalDecalSettings s) => s.atlasHeight); |
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drawDistance = root.Find((GlobalDecalSettings s) => s.drawDistance); |
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atlasWidth = root.Find((GlobalDecalSettings s) => s.atlasWidth); |
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atlasHeight = root.Find((GlobalDecalSettings s) => s.atlasHeight); |
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} |
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} |
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} |
|
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#pragma kernel ClearDispatchIndirect |
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch |
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|
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RWBuffer<uint> g_DispatchIndirectBuffer : register( u0 ); // Indirect arguments have to be in a _buffer_, not a structured buffer |
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RWBuffer<uint> g_DispatchIndirectBuffer : register( u0 ); // Indirect arguments have to be in a _buffer_, not a structured buffer |
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g_DispatchIndirectBuffer[dispatchThreadId * 3 + 0] = 0; // ThreadGroupCountX |
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g_DispatchIndirectBuffer[dispatchThreadId * 3 + 1] = 1; // ThreadGroupCountY |
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g_DispatchIndirectBuffer[dispatchThreadId * 3 + 2] = 1; // ThreadGroupCountZ |
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} |
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g_DispatchIndirectBuffer[dispatchThreadId * 3 + 0] = 0; // ThreadGroupCountX |
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g_DispatchIndirectBuffer[dispatchThreadId * 3 + 1] = 1; // ThreadGroupCountY |
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g_DispatchIndirectBuffer[dispatchThreadId * 3 + 2] = 1; // ThreadGroupCountZ |
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} |
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