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Compile fix after last merge

/main
Julien Ignace 8 年前
当前提交
5551e27f
共有 5 个文件被更改,包括 38 次插入137 次删除
  1. 14
      Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
  2. 12
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/GBufferDebug.shader
  3. 8
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/DisneyGGX.shader
  4. 129
      Assets/TestScenes/HDTest/EnlightenTest.unity
  5. 12
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Blue_Alpha.mat

14
Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs


set { m_GBufferDebugMode = value; }
}
HDRenderLoopDebugMenu m_DebugMenu = null;
//HDRenderLoopDebugMenu m_DebugMenu = null;
#if UNITY_EDITOR
[MenuItem("Renderloop/HDRenderLoop/CreateHDRenderLoop")]

renderLoop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
DrawRendererSettings settings = new DrawRendererSettings(cullResults, camera, new ShaderPassName("Forward"));
settings.rendererConfiguration = RendererConfiguration.ConfigureOneLightProbePerRenderer | RendererConfiguration.ConfigureReflectionProbesProbePerRenderer;
settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh;
settings.inputCullingOptions.SetQueuesTransparent();
DrawRendererSettings settings = new DrawRendererSettings(cullResults, camera, new ShaderPassName("Forward"));
settings.rendererConfiguration = RendererConfiguration.ConfigureOneLightProbePerRenderer | RendererConfiguration.ConfigureReflectionProbesProbePerRenderer;
settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh;
settings.inputCullingOptions.SetQueuesTransparent();
renderLoop.DrawRenderers(ref settings);
renderLoop.DrawRenderers(ref settings);
}
void FinalPass(RenderLoop renderLoop)

RenderForward(cullResults, camera, renderLoop);
if(m_GBufferDebugMode != GBufferDebugMode.None)
if (m_GBufferDebugMode != GBufferDebugMode.None)
{
RenderGBufferDebug(camera, renderLoop);
}

12
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/GBufferDebug.shader


#pragma fragment FragDeferred
// CAUTION: In case deferred lighting need to support various lighting model statically, we will require to do multicompile with different define like UNITY_MATERIAL_DISNEYGXX
#define UNITY_MATERIAL_DISNEYGXX // Need to be define before including Material.hlsl
#define UNITY_MATERIAL_DISNEYGGX // Need to be define before including Material.hlsl
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Lighting.hlsl" // This include Material.hlsl
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugCommon.hlsl"

DECLARE_GBUFFER_BAKE_LIGHTING(_CameraGBufferTexture);
Texture2D _CameraDepthTexture;
float4 _ScreenSize;
float _DebugMode;

else if (_DebugMode == GBufferDebugNormal)
{
result = bsdfData.normalWS * 0.5 + 0.5;
bool outputIsLinear = true;
outputIsLinear = true;
result = bsdfData.diffuseColor;
float linearDepth = frac(LinearEyeDepth(depth, _ZBufferParams) * 0.1);
result = linearDepth.xxx;
outputIsLinear = true;
result = bsdfData.diffuseLightingAndEmissive;
FETCH_BAKE_LIGHTING_GBUFFER(gbuffer, _CameraGBufferTexture, coord.unPositionSS);
result = DECODE_BAKE_LIGHTING_FROM_GBUFFER(gbuffer);
outputIsLinear = true;
}
else if (_DebugMode == GBufferDebugSpecularColor)

8
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/DisneyGGX.shader


#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugCommon.hlsl"
#include "TemplateDisneyGGX.hlsl"
#if SHADER_STAGE_FRAGMENT
SurfaceData surfaceData = GetSurfaceData(input);
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, surfaceData, builtinData);
float3 result = float3(1.0, 1.0, 0.0);
bool outputIsLinear = false;

return float4(result, 0.0);
}
#endif
ENDHLSL
}

129
Assets/TestScenes/HDTest/EnlightenTest.unity


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12
Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Blue_Alpha.mat


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