Yao Xiao Ling
6 年前
当前提交
5eed6e3a
共有 107 个文件被更改,包括 3376 次插入 和 580 次删除
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3TestProjects/LWGraphicsTest/ProjectSettings/EditorBuildSettings.asset
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2com.unity.render-pipelines.core/CHANGELOG.md
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2com.unity.render-pipelines.core/package.json
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6com.unity.render-pipelines.high-definition/CHANGELOG.md
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2com.unity.render-pipelines.high-definition/HDRP/Debug/DebugLightVolume.shader
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4com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRPass.template
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4com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDSubShaderUtilities.cs
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4com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template
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5com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs
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8com.unity.render-pipelines.high-definition/package.json
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15com.unity.render-pipelines.lightweight/CHANGELOG.md
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56com.unity.render-pipelines.lightweight/LWRP/DefaultRendererSetup.cs
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12com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGUI/LightweightShaderGUI.cs
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7com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/LightWeightPBRSubShader.cs
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7com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/LightWeightUnlitSubShader.cs
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4com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/lightweightPBRExtraPasses.template
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2com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/lightweightPBRForwardPass.template
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4com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/lightweightUnlitExtraPasses.template
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2com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/lightweightUnlitPass.template
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2com.unity.render-pipelines.lightweight/LWRP/IAfterDepthPrePass.cs
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2com.unity.render-pipelines.lightweight/LWRP/IAfterOpaquePass.cs
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2com.unity.render-pipelines.lightweight/LWRP/IAfterOpaquePostProcess.cs
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2com.unity.render-pipelines.lightweight/LWRP/IAfterRender.cs
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2com.unity.render-pipelines.lightweight/LWRP/IAfterSkyboxPass.cs
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2com.unity.render-pipelines.lightweight/LWRP/IAfterTransparentPass.cs
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4com.unity.render-pipelines.lightweight/LWRP/IRendererSetup.cs
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53com.unity.render-pipelines.lightweight/LWRP/LightweightPipeline.cs
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92com.unity.render-pipelines.lightweight/LWRP/LightweightPipelineCore.cs
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4com.unity.render-pipelines.lightweight/LWRP/LightweightShadowUtils.cs
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2com.unity.render-pipelines.lightweight/LWRP/MaterialHandles.cs
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6com.unity.render-pipelines.lightweight/LWRP/Passes/BeginXRRenderingPass.cs
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16com.unity.render-pipelines.lightweight/LWRP/Passes/CopyColorPass.cs
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14com.unity.render-pipelines.lightweight/LWRP/Passes/CopyDepthPass.cs
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13com.unity.render-pipelines.lightweight/LWRP/Passes/CreateLightweightRenderTexturesPass.cs
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10com.unity.render-pipelines.lightweight/LWRP/Passes/DepthOnlyPass.cs
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23com.unity.render-pipelines.lightweight/LWRP/Passes/DirectionalShadowsPass.cs
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25com.unity.render-pipelines.lightweight/LWRP/Passes/DrawSkyboxPass.cs
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6com.unity.render-pipelines.lightweight/LWRP/Passes/EndXRRenderingPass.cs
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8com.unity.render-pipelines.lightweight/LWRP/Passes/FinalBlitPass.cs
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31com.unity.render-pipelines.lightweight/LWRP/Passes/LocalShadowsPass.cs
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11com.unity.render-pipelines.lightweight/LWRP/Passes/OpaquePostProcessPass.cs
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48com.unity.render-pipelines.lightweight/LWRP/Passes/RenderOpaqueForwardPass.cs
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42com.unity.render-pipelines.lightweight/LWRP/Passes/RenderTransparentForwardPass.cs
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4com.unity.render-pipelines.lightweight/LWRP/Passes/SceneViewDepthCopy.cs
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18com.unity.render-pipelines.lightweight/LWRP/Passes/ScreenSpaceShadowResolvePass.cs
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6com.unity.render-pipelines.lightweight/LWRP/Passes/ScriptableRenderPass.cs
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4com.unity.render-pipelines.lightweight/LWRP/Passes/SetupForwardRenderingPass.cs
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44com.unity.render-pipelines.lightweight/LWRP/Passes/SetupLightweightConstanstPass.cs
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12com.unity.render-pipelines.lightweight/LWRP/Passes/TransparentPostProcessPass.cs
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15com.unity.render-pipelines.lightweight/LWRP/RenderTargetHandle.cs
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2com.unity.render-pipelines.lightweight/LWRP/RenderTargetHandles.cs
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2com.unity.render-pipelines.lightweight/LWRP/SampleCount.cs
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2com.unity.render-pipelines.lightweight/LWRP/SceneViewDrawMode.cs
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214com.unity.render-pipelines.lightweight/LWRP/ScriptableRenderer.cs
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23com.unity.render-pipelines.lightweight/LWRP/Shaders/LightweightStandardUnlit.shader
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8com.unity.render-pipelines.lightweight/package.json
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154com.unity.shadergraph/CHANGELOG.md
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8com.unity.shadergraph/Editor/Data/Graphs/ColorShaderProperty.cs
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10com.unity.shadergraph/Editor/Data/Graphs/ShaderGraphRequirements.cs
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9com.unity.shadergraph/Editor/Data/Graphs/VectorShaderProperty.cs
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38com.unity.shadergraph/Editor/Data/Util/ShaderGenerator.cs
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12com.unity.shadergraph/Editor/Drawing/MaterialGraphEditWindow.cs
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28com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl
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2com.unity.shadergraph/package.json
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2com.unity.testframework.graphics/CHANGELOG.md
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2com.unity.testframework.graphics/package.json
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4com.unity.testing.srp.core/package.json
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12com.unity.testing.srp.lightweight/Tests/Scenes/045_CustomLWPipe/CustomLWPipe.cs
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23com.unity.testing.srp.lightweight/Tests/Scenes/052_LWCallbacks/CameraCallbackTests.cs
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6com.unity.testing.srp.lightweight/package.json
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21TestProjects/LWGraphicsTest/Assets/Editor/LoadPackageSceneContext.cs
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19com.unity.render-pipelines.high-definition/HDRP/ShaderGraphFunctions.hlsl
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8com.unity.render-pipelines.high-definition/HDRP/ShaderGraphFunctions.hlsl.meta
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16com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/LightweightPassMetaUnlit.hlsl
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9com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/LightweightPassMetaUnlit.hlsl.meta
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46com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/ShaderGraphFunctions.hlsl
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9com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/ShaderGraphFunctions.hlsl.meta
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18com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireCameraOpaqueTexture.cs
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11com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireCameraOpaqueTexture.cs.meta
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18com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireDepthTexture.cs
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11com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireDepthTexture.cs.meta
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51com.unity.shadergraph/Editor/Data/Nodes/Input/Scene/SceneColorNode.cs
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11com.unity.shadergraph/Editor/Data/Nodes/Input/Scene/SceneColorNode.cs.meta
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51com.unity.shadergraph/Editor/Data/Nodes/Input/Scene/SceneDepthNode.cs
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11com.unity.shadergraph/Editor/Data/Nodes/Input/Scene/SceneDepthNode.cs.meta
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527com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/OSXEditor/Metal/053_UnlitShader.png
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88com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/OSXEditor/Metal/053_UnlitShader.png.meta
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471com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/WindowsEditor/Direct3D11/053_UnlitShader.png
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88com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/WindowsEditor/Direct3D11/053_UnlitShader.png.meta
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8com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader.meta
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1001com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader.unity
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9com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader.unity.meta
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26.github/PULL_REQUEST_TEMPLATE.md
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3com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader/.gitignore
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88com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader/unlit shader red GI.mat
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8com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader/unlit shader red GI.mat.meta
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88com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader/unlit shader red no GI.mat
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8com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader/unlit shader red no GI.mat.meta
|
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{ |
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"name": "com.unity.render-pipelines.core", |
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"description": "Core library for Unity render pipelines.", |
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"version": "3.3.0-preview", |
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"version": "3.4.0-preview", |
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"unity": "2018.3", |
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"displayName": "Render Pipeline Core Library" |
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} |
|
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{ |
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"name": "com.unity.render-pipelines.high-definition", |
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"description": "HD Render Pipeline for Unity.", |
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"version": "3.3.0-preview", |
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"version": "3.4.0-preview", |
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"com.unity.postprocessing": "2.0.10-preview", |
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"com.unity.render-pipelines.core": "3.3.0-preview", |
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"com.unity.shadergraph": "3.3.0-preview" |
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"com.unity.postprocessing": "2.0.11-preview", |
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"com.unity.render-pipelines.core": "3.4.0-preview", |
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"com.unity.shadergraph": "3.4.0-preview" |
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} |
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} |
|
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{ |
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"name": "com.unity.render-pipelines.lightweight", |
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"description": "Lightweight Render Pipeline for Unity.", |
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"version": "3.3.0-preview", |
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"version": "3.4.0-preview", |
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"com.unity.postprocessing": "2.0.10-preview", |
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"com.unity.render-pipelines.core": "3.3.0-preview", |
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"com.unity.shadergraph": "3.3.0-preview" |
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"com.unity.postprocessing": "2.0.11-preview", |
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"com.unity.render-pipelines.core": "3.4.0-preview", |
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"com.unity.shadergraph": "3.4.0-preview" |
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} |
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} |
|
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{ |
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"name": "com.unity.shadergraph", |
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"description": "Shader Graph", |
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"version": "3.3.0-preview", |
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"version": "3.4.0-preview", |
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"unity": "2018.3", |
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"displayName": "Shader Graph", |
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"dependencies": { |
|
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{ |
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"name": "com.unity.testing.srp.core", |
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"displayName":"Core Graphics Tests", |
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"version": "3.3.0-preview", |
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"version": "3.4.0-preview", |
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"com.unity.render-pipelines.core" : "3.3.0-preview" |
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"com.unity.render-pipelines.core" : "3.4.0-preview" |
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} |
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} |
|
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{ |
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"name": "com.unity.testing.srp.lightweight", |
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"displayName":"Lightweight Graphics Tests", |
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"version": "3.3.0-preview", |
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"version": "3.4.0-preview", |
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"com.unity.render-pipelines.lightweight" : "3.3.0-preview", |
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"com.unity.testframework.graphics" : "3.3.0-preview" |
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"com.unity.render-pipelines.lightweight" : "3.4.0-preview", |
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"com.unity.testframework.graphics" : "3.4.0-preview" |
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} |
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} |
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using UnityEngine; |
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using UnityEditor; |
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using UnityEditor.SceneManagement; |
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using UnityEngine.SceneManagement; |
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|
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public class LoadPackageSceneContext : Editor |
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{ |
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[MenuItem("Assets/Load Package Scene", false, -10)] |
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private static void LoadPackageScene() |
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{ |
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var path = AssetDatabase.GetAssetPath(Selection.activeObject); |
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EditorSceneManager.OpenScene(path); |
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} |
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[MenuItem("Assets/Load Package Scene", true)] |
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private static bool ValidatePackageScene() |
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{ |
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return Selection.activeObject is SceneAsset; |
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} |
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} |
|
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#ifndef UNITY_GRAPHFUNCTIONS_HD_INCLUDED |
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#define UNITY_GRAPHFUNCTIONS_HD_INCLUDED |
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|
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#define SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv) shadergraph_HDSampleSceneDepth(uv); |
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|
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float shadergraph_HDSampleSceneDepth(float2 uv) |
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{ |
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#if defined(REQUIRE_DEPTH_TEXTURE) |
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float rawDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, uv); |
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return Linear01Depth(rawDepth, _ZBufferParams); |
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#endif |
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return 0; |
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} |
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|
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// Always include Shader Graph version |
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// Always include last to avoid double macros |
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#include "ShaderGraphLibrary/Functions.hlsl" |
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|
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#endif // UNITY_GRAPHFUNCTIONS_HD_INCLUDED |
|
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fileFormatVersion: 2 |
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guid: 609118ca59c7543f59f7b5967e96b463 |
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timeCreated: 1472205826 |
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licenseType: Pro |
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DefaultImporter: |
|||
userData: |
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assetBundleName: |
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assetBundleVariant: |
|
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#ifndef LIGHTWEIGHT_PASS_META_SIMPLE_INCLUDED |
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#define LIGHTWEIGHT_PASS_META_SIMPLE_INCLUDED |
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|
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#include "LightweightPassMetaCommon.hlsl" |
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|
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half4 LightweightFragmentMetaUnlit(MetaVertexOuput i) : SV_Target |
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{ |
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float2 uv = i.uv; |
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|
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MetaInput o = (MetaInput)0; |
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o.Albedo = _Color.rgb * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv).rgb; |
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|
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return MetaFragment(o); |
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} |
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|
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#endif // LIGHTWEIGHT_PASS_META_SIMPLE_INCLUDED |
|
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fileFormatVersion: 2 |
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guid: 138efaf7fb432134da44d5a4981a62ad |
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ShaderImporter: |
|||
externalObjects: {} |
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defaultTextures: [] |
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nonModifiableTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
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#ifndef UNITY_GRAPHFUNCTIONS_LW_INCLUDED |
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#define UNITY_GRAPHFUNCTIONS_LW_INCLUDED |
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|
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#define SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv) shadergraph_LWSampleSceneDepth(uv); |
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#define SHADERGRAPH_SAMPLE_SCENE_COLOR(uv) shadergraph_LWSampleSceneColor(uv); |
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|
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#if defined(REQUIRE_DEPTH_TEXTURE) |
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#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) |
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TEXTURE2D_ARRAY(_CameraDepthTexture); |
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#else |
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TEXTURE2D(_CameraDepthTexture); |
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#endif |
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SAMPLER(sampler_CameraDepthTexture); |
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#endif // REQUIRE_DEPTH_TEXTURE |
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|
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#if defined(REQUIRE_OPAQUE_TEXTURE) |
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TEXTURE2D(_CameraOpaqueTexture); |
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SAMPLER(sampler_CameraOpaqueTexture); |
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#endif // REQUIRE_OPAQUE_TEXTURE |
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|
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float shadergraph_LWSampleSceneDepth(float2 uv) |
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{ |
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#if defined(REQUIRE_DEPTH_TEXTURE) |
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#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) |
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float rawDepth = SAMPLE_TEXTURE2D_ARRAY(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoord.xy, unity_StereoEyeIndex).r; |
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#else |
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float rawDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, uv); |
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#endif |
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return Linear01Depth(rawDepth, _ZBufferParams); |
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#endif // REQUIRE_DEPTH_TEXTURE |
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return 0; |
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} |
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|
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float3 shadergraph_LWSampleSceneColor(float2 uv) |
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{ |
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#if defined(REQUIRE_OPAQUE_TEXTURE) |
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return SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv); |
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#endif |
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return 0; |
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} |
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|
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// Always include Shader Graph version |
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// Always include last to avoid double macros |
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#include "ShaderGraphLibrary/Functions.hlsl" |
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|
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#endif // UNITY_GRAPHFUNCTIONS_LW_INCLUDED |
|
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fileFormatVersion: 2 |
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guid: 9adc879d74aec4400bbdce89ff664a05 |
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timeCreated: 1488965025 |
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licenseType: Pro |
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ShaderImporter: |
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defaultTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
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using UnityEditor.Graphing; |
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|
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namespace UnityEditor.ShaderGraph |
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{ |
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public interface IMayRequireCameraOpaqueTexture |
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{ |
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bool RequiresCameraOpaqueTexture(ShaderStageCapability stageCapability = ShaderStageCapability.All); |
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} |
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|
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public static class MayRequireCameraOpaqueTextureExtensions |
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{ |
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public static bool RequiresCameraOpaqueTexture(this ISlot slot) |
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{ |
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var mayRequireCameraOpaqueTexture = slot as IMayRequireCameraOpaqueTexture; |
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return mayRequireCameraOpaqueTexture != null && mayRequireCameraOpaqueTexture.RequiresCameraOpaqueTexture(); |
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} |
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} |
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} |
|
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fileFormatVersion: 2 |
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guid: 93fdbd040dca943cbbd42c33416450a6 |
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MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
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using UnityEditor.Graphing; |
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|
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namespace UnityEditor.ShaderGraph |
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{ |
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public interface IMayRequireDepthTexture |
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{ |
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bool RequiresDepthTexture(ShaderStageCapability stageCapability = ShaderStageCapability.All); |
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} |
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|
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public static class MayRequireDepthTextureExtensions |
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{ |
|||
public static bool RequiresDepthTexture(this ISlot slot) |
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{ |
|||
var mayRequireDepthTexture = slot as IMayRequireDepthTexture; |
|||
return mayRequireDepthTexture != null && mayRequireDepthTexture.RequiresDepthTexture(); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 6f00cea5e23a84b5bbe1ac581ebfc64e |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Reflection; |
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using UnityEngine; |
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|
|||
namespace UnityEditor.ShaderGraph |
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{ |
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[Title("Input", "Scene", "Scene Color")] |
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public sealed class SceneColorNode : CodeFunctionNode, IMayRequireCameraOpaqueTexture |
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{ |
|||
const string kScreenPositionSlotName = "UV"; |
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const string kOutputSlotName = "Out"; |
|||
|
|||
public const int ScreenPositionSlotId = 0; |
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public const int OutputSlotId = 1; |
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|
|||
public SceneColorNode() |
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{ |
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name = "Scene Color"; |
|||
UpdateNodeAfterDeserialization(); |
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} |
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|
|||
public override bool hasPreview { get { return false; } } |
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|
|||
public override string documentationURL |
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{ |
|||
get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Scene-Color-Node"; } |
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} |
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|
|||
protected override MethodInfo GetFunctionToConvert() |
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{ |
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return GetType().GetMethod("Unity_SceneColor", BindingFlags.Static | BindingFlags.NonPublic); |
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} |
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|
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static string Unity_SceneColor( |
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[Slot(0, Binding.ScreenPosition)] Vector3 UV, |
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[Slot(1, Binding.None, ShaderStageCapability.Fragment)] out Vector3 Out) |
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{ |
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Out = Vector3.one; |
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return |
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@"
|
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{ |
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Out = SHADERGRAPH_SAMPLE_SCENE_COLOR(UV); |
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} |
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";
|
|||
} |
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|
|||
public bool RequiresCameraOpaqueTexture(ShaderStageCapability stageCapability) |
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{ |
|||
return true; |
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} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: c4ba33edde21e400685cf0fb5c8f2551 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Reflection; |
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using UnityEngine; |
|||
|
|||
namespace UnityEditor.ShaderGraph |
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{ |
|||
[Title("Input", "Scene", "Scene Depth")] |
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public sealed class SceneDepthNode : CodeFunctionNode, IMayRequireDepthTexture |
|||
{ |
|||
const string kScreenPositionSlotName = "UV"; |
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const string kOutputSlotName = "Out"; |
|||
|
|||
public const int ScreenPositionSlotId = 0; |
|||
public const int OutputSlotId = 1; |
|||
|
|||
public SceneDepthNode() |
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{ |
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name = "Scene Depth"; |
|||
UpdateNodeAfterDeserialization(); |
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} |
|||
|
|||
public override bool hasPreview { get { return false; } } |
|||
|
|||
public override string documentationURL |
|||
{ |
|||
get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Scene-Depth-Node"; } |
|||
} |
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|
|||
protected override MethodInfo GetFunctionToConvert() |
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{ |
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return GetType().GetMethod("Unity_SceneDepth", BindingFlags.Static | BindingFlags.NonPublic); |
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} |
|||
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";
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1001
com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader.unity
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
|
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|
|||
### Purpose of this PR |
|||
Why is this PR needed, what hard problem is it solving/fixing? |
|||
|
|||
--- |
|||
### Release Notes |
|||
Please add any useful notes about the feature/fix that might be helpful for others. |
|||
|
|||
--- |
|||
### Testing status |
|||
**Katana Tests**: First off we need to make sure the Katana SRP tests are green? |
|||
|
|||
**Manual Tests**: What did you do? |
|||
|
|||
**Automated Tests**: What did you setup? |
|||
|
|||
Any test projects to go with this to help reviewers? |
|||
|
|||
--- |
|||
### Overall Product Risks |
|||
**Technical Risk**: None, Low, Medium, High? |
|||
|
|||
**Halo Effect**: None, Low, Medium, High? |
|||
|
|||
--- |
|||
### Comments to reviewers |
|||
Notes for the reviewers you have assigned. |
|
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