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Various fix: shader path update + recreate RenderPipelineResources

/namespace
Sebastien Lagarde 7 年前
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5844867b
共有 8 个文件被更改,包括 18 次插入21 次删除
  1. 2
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDAssetFactory.cs
  2. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset
  3. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/SubsurfaceScattering.compute
  4. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/SubsurfaceScattering.shader
  5. 4
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/CopyStencilBuffer.shader
  6. 14
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset
  7. 4
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset.meta
  8. 1
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs

2
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDAssetFactory.cs


// instance.drawSssProfile = UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>(HDRenderPipelinePath + "SceneSettings/DrawSssProfile.shader");
// instance.drawTransmittanceGraphShader = UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>(HDRenderPipelinePath + "SceneSettings/DrawTransmittanceGraph.shader");
newAsset.subsurfaceScatteringCS = Load<ComputeShader>(HDRenderPipelinePath + "Material/Lit/Resources/SubsurfaceScattering.compute");
newAsset.subsurfaceScatteringCS = Load<ComputeShader>(HDRenderPipelinePath + "Material/SubsurfaceScattering/SubsurfaceScattering.compute");
newAsset.subsurfaceScattering = Load<Shader>(HDRenderPipelinePath + "Material/SubsurfaceScattering/SubsurfaceScattering.shader");
newAsset.combineLighting = Load<Shader>(HDRenderPipelinePath + "Material/SubsurfaceScattering/CombineLighting.shader");

4
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset


m_Script: {fileID: 11500000, guid: 0cf1dab834d4ec34195b920ea7bbf9ec, type: 3}
m_Name: HDRenderPipelineAsset
m_EditorClassIdentifier:
m_RenderPipelineResources: {fileID: 11400000, guid: 42086e81f4f0c724f96f7f09cc995354,
m_RenderPipelineResources: {fileID: 11400000, guid: 3ce144cff5783da45aa5d4fdc2da14b7,
type: 2}
globalRenderingSettings:
useForwardRenderingOnly: 0

reflectionCubemapSize: 128
reflectionCacheCompressed: 0
sssSettings: {fileID: 11400000, guid: c4d57f106d34d0046a33b3e66da29a72, type: 2}
tileSettings:
lightLoopSettings:
enableTileAndCluster: 1
enableComputeLightEvaluation: 1
enableComputeLightVariants: 1

6
ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/SubsurfaceScattering.compute


#include "ShaderLibrary/Packing.hlsl"
#include "ShaderLibrary/Sampling/Fibonacci.hlsl"
#include "ShaderLibrary/SpaceFillingCurves.hlsl"
#include "../../../ShaderVariables.hlsl"
#include "../../../Lighting/LightDefinition.cs.hlsl"
#include "../../SubsurfaceScattering/SubsurfaceScattering.hlsl"
#include "../../ShaderVariables.hlsl"
#include "../../Lighting/LightDefinition.cs.hlsl"
#include "SubsurfaceScattering.hlsl"
//--------------------------------------------------------------------------------------------------
// Inputs & outputs

4
ScriptableRenderPipeline/HDRenderPipeline/Material/SubsurfaceScattering/SubsurfaceScattering.shader


//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Common.hlsl"
#include "../../../ShaderVariables.hlsl"
#include "../../SubsurfaceScattering/SubsurfaceScattering.hlsl"
#include "../../ShaderVariables.hlsl"
#include "SubsurfaceScattering.hlsl"
//-------------------------------------------------------------------------------------
// Inputs & outputs

4
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/CopyStencilBuffer.shader


#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Packing.hlsl"
#include "../../../ShaderVariables.hlsl"
#include "../../../Lighting/LightDefinition.cs.hlsl"
#include "../ShaderVariables.hlsl"
#include "../Lighting/LightDefinition.cs.hlsl"
int _StencilRef;
RW_TEXTURE2D(float, _HTile); // DXGI_FORMAT_R8_UINT is not supported by Unity

14
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset


debugFullScreenShader: {fileID: 4800000, guid: e874aca2df8300a488258738c31f85cf,
type: 3}
deferredShader: {fileID: 4800000, guid: 00dd221e34a6ab349a1196b0f2fab693, type: 3}
screenSpaceAmbientOcclusionShader: {fileID: 4800000, guid: cf0db7f5267ad944dbf4326b7102c9ca,
type: 3}
subsurfaceScatteringCS: {fileID: 7200000, guid: b06a7993621def248addd55d0fe931b1,
type: 3}
volumetricLightingCS: {fileID: 7200000, guid: 799166e2ee6a4b041bba9e74f6942097,
type: 3}
copyChannelCS: {fileID: 7200000, guid: a68d8aaeb0956234d94e389f196381ee, type: 3}
copyChannelCS: {fileID: 7200000, guid: a4d45eda75e8e474dbe24a31f741f3b4, type: 3}
applyDistortionCS: {fileID: 7200000, guid: 2fa6c0e3fe6dc3145a4156f21913fe5c, type: 3}
clearDispatchIndirectShader: {fileID: 7200000, guid: fc1f553acb80a6446a32d33e403d0656,
type: 3}

type: 3}
deferredDirectionalShadowComputeShader: {fileID: 7200000, guid: fbde6fae193b2a94e9fd97c163c204f4,
type: 3}
subsurfaceScatteringCS: {fileID: 7200000, guid: b06a7993621def248addd55d0fe931b1,
type: 3}
subsurfaceScattering: {fileID: 4800000, guid: 867b36db983aa0548889a66f8d685ff6,
type: 3}
combineLighting: {fileID: 4800000, guid: 2e37131331fbdca449b1a2bc47a639ca, type: 3}
copyStencilBuffer: {fileID: 4800000, guid: 3d1574f1cdfa0ce4995f9bc79ed7f8ec, type: 3}
blitCubemap: {fileID: 4800000, guid: d05913e251bed7a4992c921c62e1b647, type: 3}
buildProbabilityTables: {fileID: 7200000, guid: b9f26cf340afe9145a699753531b2a4c,
type: 3}

4
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset.meta


fileFormatVersion: 2
guid: 42086e81f4f0c724f96f7f09cc995354
timeCreated: 1507194928
licenseType: Pro
guid: 3ce144cff5783da45aa5d4fdc2da14b7
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 11400000

1
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs


// Lighting resources
public Shader deferredShader;
public Shader combineLightingPass;
public ComputeShader gaussianPyramidCS;
public ComputeShader depthPyramidCS;
public ComputeShader copyChannelCS;

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