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HDRenderPipeline: Fixing a lot of compiling issue, all is now compiling

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sebastienlagarde 8 年前
当前提交
53b5f4b3
共有 19 个文件被更改,包括 93 次插入76 次删除
  1. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  2. 19
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  3. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
  4. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.shader
  5. 19
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTessellation.shader
  6. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.shader
  7. 5
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassDebugViewMaterial.hlsl
  8. 5
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl
  9. 6
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassDistortion.hlsl
  10. 5
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl
  11. 5
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl
  12. 5
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassGBuffer.hlsl
  13. 8
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl
  14. 18
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassVelocity.hlsl
  15. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/TessellationShare.hlsl
  16. 7
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/VaryingMesh.hlsl
  17. 35
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/VertMesh.hlsl
  18. 9
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/ShaderPass.meta
  19. 9
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitMetaPass.hlsl.meta

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


#include "common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/FragInputs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
//-------------------------------------------------------------------------------------

19
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


//-------------------------------------------------------------------------------------
#include "common.hlsl"
#include "tesselation.hlsl"
#include "tessellation.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/FragInputs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
//-------------------------------------------------------------------------------------

#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "../Lit/LitData.hlsl"
#include "../Tesselation/TesselationShare.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
ENDHLSL

#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "../Lit/LitData.hlsl"
#include "../Tesselation/TesselationShare.hlsl"
#include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl"
ENDHLSL

#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitMetaPass.hlsl"
#include "../Lit/LitData.hlsl"
#include "../../ShaderPass/ShaderPassLightTransport.hlsl"
ENDHLSL

#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitVelocityPass.hlsl"
#include "../Lit/LitData.hlsl"
#include "../Tesselation/TesselationShare.hlsl"
#include "../../ShaderPass/ShaderPassVelocity.hlsl"
ENDHLSL

#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitDepthPass.hlsl"
#include "../Lit/LitData.hlsl"
#include "../Tesselation/TesselationShare.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL

#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitDepthPass.hlsl"
#include "../Lit/LitData.hlsl"
#include "../Tesselation/TesselationShare.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL

#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitDistortionPass.hlsl"
#include "../Lit/LitData.hlsl"
#include "../Tesselation/TesselationShare.hlsl"
#include "../../ShaderPass/ShaderPassDistortion.hlsl"
ENDHLSL

#include "../../Lighting/Lighting.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "../Lit/LitData.hlsl"
#include "../Tesselation/TesselationShare.hlsl"
#include "../../ShaderPass/ShaderPassForward.hlsl"
ENDHLSL

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


SetKeyword(material, "_ANISOTROPYMAP", material.GetTexture(kAnisotropyMap));
SetKeyword(material, "_DETAIL_MAP", material.GetTexture(kDetailMap));
bool needUV2 = (UVDetailMapping)material.GetFloat(kUVDetail) == UVDetailMapping.UV2 && (UVBaseMapping)material.GetFloat(kUVBase) == UVBaseMapping.UV0);
bool needUV3 = (UVDetailMapping)material.GetFloat(kUVDetail) == UVDetailMapping.UV3 && (UVBaseMapping)material.GetFloat(kUVBase) == UVBaseMapping.UV0);
bool needUV2 = (UVDetailMapping)material.GetFloat(kUVDetail) == UVDetailMapping.UV2 && (UVBaseMapping)material.GetFloat(kUVBase) == UVBaseMapping.UV0;
bool needUV3 = (UVDetailMapping)material.GetFloat(kUVDetail) == UVDetailMapping.UV3 && (UVBaseMapping)material.GetFloat(kUVBase) == UVBaseMapping.UV0;
if (needUV3)
{

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.shader


#include "common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/FragInputs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
//-------------------------------------------------------------------------------------

19
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTessellation.shader


#include "tessellation.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/FragInputs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
//-------------------------------------------------------------------------------------

#define SHADERPASS SHADERPASS_GBUFFER
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"
#include "../Tessellation/TessellationShare.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
ENDHLSL

#define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"
#include "../Tessellation/TessellationShare.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl"
ENDHLSL

#define SHADERPASS SHADERPASS_DEPTH_ONLY
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitDepthPass.hlsl"
#include "LitData.hlsl"
#include "../Tessellation/TessellationShare.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL

#define SHADERPASS SHADERPASS_DEPTH_ONLY
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitDepthPass.hlsl"
#include "LitData.hlsl"
#include "../Tessellation/TessellationShare.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL

#define SHADERPASS SHADERPASS_VELOCITY
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitVelocityPass.hlsl"
#include "LitData.hlsl"
#include "../Tessellation/TessellationShare.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassVelocity.hlsl"
ENDHLSL

#include "../../Material/Material.hlsl"
#include "ShaderPass/LitDistortionPass.hlsl"
#include "LitData.hlsl"
#include "../Tessellation/TessellationShare.hlsl"
#include "../../ShaderPass/ShaderPassDistortion.hlsl"
ENDHLSL

#include "../../Lighting/Lighting.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"
#include "../Tessellation/TessellationShare.hlsl"
#include "../../ShaderPass/ShaderPassForward.hlsl"
ENDHLSL

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.shader


#include "common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/FragInputs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
//-------------------------------------------------------------------------------------

5
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassDebugViewMaterial.hlsl


#error SHADERPASS_is_not_correctly_define
#endif
#include "TessellationShare.hlsl"
#include "Color.hlsl"
int _DebugViewMaterial;

#endif // TESSELLATION_ON
float4 Frag(PackedVaryings packedInput) : SV_Target
float4 Frag(PackedVaryingsToPS packedInput) : SV_Target
FragInputs input = UnpackVaryingsMeshToPS(packedInput.vmesh);
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.unPositionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw);

5
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl


#error SHADERPASS_is_not_correctly_define
#endif
#include "TessellationShare.hlsl"
#include "VertMesh.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)

#endif // TESSELLATION_ON
void Frag( PackedVaryings packedInput,
void Frag( PackedVaryingsToPS packedInput,
out float4 outColor : SV_Target
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth

FragInputs input = UnpackVaryingsMeshToPS(packedInput.vmesh);
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.unPositionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw);

6
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassDistortion.hlsl


#error SHADERPASS_is_not_correctly_define
#endif
#include "TessellationShare.hlsl"
#include "VertMesh.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)

#endif // TESSELLATION_ON
float4 Frag(PackedVaryings packedInput) : SV_Target
float4 Frag(PackedVaryingsToPS packedInput) : SV_Target
FragInputs input = UnpackVaryingsMeshToPS(packedInput.vmesh);
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.unPositionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw);

5
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl


#error SHADERPASS_is_not_correctly_define
#endif
#include "TessellationShare.hlsl"
#include "VertMesh.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)

#endif // TESSELLATION_ON
void Frag( PackedVaryings packedInput,
void Frag( PackedVaryingsToPS packedInput,
out float4 outColor : SV_Target
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth

FragInputs input = UnpackVaryingsMeshToPS(packedInput.vmesh);
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.unPositionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw);

5
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl


#error SHADERPASS_is_not_correctly_define
#endif
#include "TessellationShare.hlsl"
#include "VertMesh.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)

#endif // TESSELLATION_ON
float4 Frag(PackedVaryings packedInput) : SV_Target
float4 Frag(PackedVaryingsToPS packedInput) : SV_Target
FragInputs input = UnpackVaryingsMeshToPS(packedInput.vmesh);
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.unPositionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw);

5
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassGBuffer.hlsl


#error SHADERPASS_is_not_correctly_define
#endif
#include "TessellationShare.hlsl"
#include "VertMesh.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)

#endif // TESSELLATION_ON
void Frag( PackedVaryings packedInput,
void Frag( PackedVaryingsToPS packedInput,
OUTPUT_GBUFFER(outGBuffer)
OUTPUT_GBUFFER_VELOCITY(outVelocityBuffer)
#ifdef _DEPTHOFFSET_ON

{
FragInputs input = UnpackVaryingsMeshToPS(packedInput.vmesh);
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.unPositionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw);

8
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl


}
float3 positionWS = TransformObjectToWorld(inputMesh.positionOS);
output.positionCS = TransformWorldToHClip(positionWS);
output.texCoord0 = inputMesh.uv0;
output.texCoord1 = inputMesh.uv1;
output.vmesh.positionCS = TransformWorldToHClip(positionWS);
output.vmesh.texCoord0 = inputMesh.uv0;
output.vmesh.texCoord1 = inputMesh.uv1;
return PackVaryingsToPS(output);
}

FragInputs input = UnpackVaryingsMeshToPS(packedInput.vmesh);
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.unPositionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw);

18
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassVelocity.hlsl


#error SHADERPASS_is_not_correctly_define
#endif
#include "TessellationShare.hlsl"
// Available semantic start from TEXCOORD4
struct AttributesPass
{

PackedVaryingsPassToPS output;
output.interpolators0 = float3(input.positionCS.xyw);
output.interpolators1 = float3(input.previousPositionCS.xyw);
return output;
}
VaryingsPassToPS UnpackVaryingsPassToPS(PackedVaryingsPassToPS input)

output.previousPositionCS = float4(input.interpolators1.xy, 0.0, input.interpolators1.z);
return output;
}
#ifdef TESSELLATION_ON

#endif // TESSELLATION_ON
#ifdef TESSELLATION_ON
#define VaryingsPassType VaryingsPassToDS
#else
#define VaryingsPassType VaryingsPassToPS
#endif
#define VARYINGS_DS_NEED_PASS
#define VARYINGS_NEED_PASS
#include "VertMesh.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh,

varyingsType.vmesh = VertMesh(inputMesh);
VaryingsPass varyingPass;
VaryingsPassType varyingPass;
// It is not possible to correctly generate the motion vector for tesselated geometry as tessellation parameters can change
// from one frame to another (adaptative, lod) + in Unity we only receive information for one non tesselated vertex.
// So motion vetor will be based on interpolate previous position at vertex level instead.

float4 Frag(PackedVaryingsToPS packedInput) : SV_Target
{
FragInputs input = UnpackVaryingsMeshToPS(packedInput.vmesh);
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.unPositionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw);

4
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/TessellationShare.hlsl


#ifdef TESSELLATION_ON
struct TessellationFactors
{
float edge[3] : SV_TessFactor;

return VertTesselation(varying);
}
#endif // TESSELLATION_ON

7
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/VaryingMesh.hlsl


#endif
#else
#ifdef VARYINGS_NEED_POSITION_WS
output.interpolators0.xyz = input.positionWS;
output.interpolators0.w = 0.0;
output.interpolators0 = input.positionWS;
#endif
#endif

return output;
}
FragInputs UnpackVaryingsMeshToPS(PackedVaryingsMeshToPS input)
FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input)
{
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);

output.texCoord3 = input.interpolators5.zw;
#endif
#ifdef VARYINGS_NEED_COLOR
output.color = input.interpolators6;
output.vertexColor = input.interpolators6;
#endif
#if defined(VARYINGS_NEED_CULLFACE) && SHADER_STAGE_FRAGMENT

35
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/VertMesh.hlsl


struct VaryingsToPS
{
VaryingsMeshToPS vmesh;
#ifdef VARYINGS_DS_NEED_PASS
#ifdef VARYINGS_NEED_PASS
VaryingsPassToPS vpass;
#endif
};

PackedVaryingsMeshToPS vmesh;
#ifdef VARYINGS_DS_NEED_PASS
#ifdef VARYINGS_NEED_PASS
PackedVaryingsPassToPS vpass;
#endif
};

PackedVaryingsToPS output;
output.vmesh = PackVaryingsMeshToPS(input.vmesh);
#ifdef VARYINGS_DS_NEED_PASS
#ifdef VARYINGS_NEED_PASS
}
VaryingsToPS UnpackVaryingsToPS(PackedVaryingsToPS input)
{
VaryingsToDS output;
output.vmesh = UnpackVaryingsMeshToPS(input.vmesh);
#ifdef VARYINGS_DS_NEED_PASS
output.vpass = UnpackVaryingsPassToPS(input.vpass);
#endif
return output;
}
#ifdef TESSELLATION_ON

VaryingsMeshToDS vmesh;
#ifdef VARYINGS_DS_NEED_PASS
#ifdef VARYINGS_NEED_PASS
VaryingsPassToDS vpass;
#endif
};

PackedVaryingsDS vmesh;
#ifdef VARYINGS_DS_NEED_PASS
#ifdef VARYINGS_NEED_PASS
PackedVaryingsPassDS vpass;
#endif
};

PackedVaryingsToDS output;
output.vmesh = PackVaryingsMeshToDS(input.vmesh);
#ifdef VARYINGS_DS_NEED_PASS
#ifdef VARYINGS_NEED_PASS
return output;
}
VaryingsToDS UnpackVaryingsToDS(PackedVaryingsToDS input)

#ifdef VARYINGS_DS_NEED_PASS
#ifdef VARYINGS_NEED_PASS
return output;
}
VaryingsToDS InterpolateWithBaryCoordsToDS(VaryingsToDS input0, VaryingsToDS input1, VaryingsToDS input2, float3 baryCoords)

ouput.vmesh = InterpolateWithBaryCoordsMeshToDS(input0.vmesh, input1.vmesh, input2.vmesh, baryCoords);
#ifdef VARYINGS_DS_NEED_PASS
#ifdef VARYINGS_NEED_PASS
ouput.vpass = InterpolateWithBaryCoordsPassToDS(input0.vpass, input1.vpass, input2.vpass, baryCoords);
#endif

#ifdef TESSELLATION_ON
#define VaryingsType VaryingsToDS
#define VaryingsMeshType VaryingsMeshToDS
#define VaryingsMeshType VaryingsMeshToPS
VaryingsType VertMesh(AttributesMesh input)
VaryingsMeshType VertMesh(AttributesMesh input)
VaryingsType output;
VaryingsMeshType output;
#if defined(TESSELLATION_ON)
output.positionWS = TransformObjectToWorld(input.positionOS);

9
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/ShaderPass.meta


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folderAsset: yes
timeCreated: 1484323639
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

9
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitMetaPass.hlsl.meta


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guid: 34b6e92ecac8a054085e28dc783b1a80
timeCreated: 1484323639
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
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