Frédéric Vauchelles
7 年前
当前提交
5f6876d6
共有 75 个文件被更改,包括 5215 次插入 和 1172 次删除
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998ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2101_GI_Metapass.unity.png
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24README.md
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94SampleScenes/HDTest/SkyFogTest.unity
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104SampleScenes/HDTest/Volume Profiles/SkyFog Test Settings.asset
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2ScriptableRenderPipeline/Core/CoreRP/MousePositionDebug.cs
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12ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
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9ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/CommonLighting.hlsl
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14ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Debug.hlsl
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2ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/GeometricTools.hlsl
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39ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Packing.hlsl
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9ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugColorPicker.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineMenuItems.cs
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDLightEditor.cs
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8ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/LayeredLit/LayeredLitUI.cs
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Sky/AtmosphericScattering/ExponentialFogEditor.cs
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Sky/AtmosphericScattering/LinearFogEditor.cs
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
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1ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs
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7ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightEvaluation.hlsl
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14ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoopDef.hlsl
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70ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
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528ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitProperties.hlsl
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5ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.hlsl
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.shader
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassLightTransport.hlsl
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/VaryingMesh.hlsl
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1ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariables.hlsl
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26ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariablesFunctions.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/AtmosphericScattering/AtmosphericScattering.cs
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70ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/AtmosphericScattering/AtmosphericScattering.hlsl
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/AtmosphericScattering/ExponentialFog.cs
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5ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/AtmosphericScattering/LinearFog.cs
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9ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/OpaqueAtmosphericScattering.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyManager.cs
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12Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_GraphicTests_Asset.asset
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7Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_Default_Sky_LinearFog.asset
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29Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/FourShapesReliefHeightmap.tga.meta
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5Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2101_GI_Metapass/Lit_Mirror_Specular.mat
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2Tests/Scripts/Editor/GraphicTests/HDRenderPipeline/PlayModeTest/PlayModeTestsUI.cs
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6Tests/Scripts/GraphicTests/Framework/TestFrameworkPlayMode.cs
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1Tests/Scripts/GraphicTests/HDRenderPipeline/DebugViewController.cs
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3Tests/Scripts/GraphicTests/HDRenderPipeline/SinScale.cs
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8ImageTemplates/HDRenderPipeline/Scenes/9xxx_Other.meta
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276ScriptableRenderPipeline/Core/CoreRP/RTHandle.cs
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11ScriptableRenderPipeline/Core/CoreRP/RTHandle.cs.meta
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217Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/FourShapes.mat
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/FourShapes.mat.meta
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218Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/FourShapes_POM.mat
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/FourShapes_POM.mat.meta
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218Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/FourShapes_POM_DepthOffset.mat
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/FourShapes_POM_DepthOffset.mat.meta
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218Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/FourShapes_Tesselation.mat
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/FourShapes_Tesselation.mat.meta
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other.meta
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1001ImageTemplates/HDRenderPipeline/Scenes/9xxx_Other/9001_Decals.unity.png
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83ImageTemplates/HDRenderPipeline/Scenes/9xxx_Other/9001_Decals.unity.png.meta
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9001_Decals.meta
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1001Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9001_Decals.unity
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7Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9001_Decals.unity.meta
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204Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9001_Decals/Decal_All.mat
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9001_Decals/Decal_All.mat.meta
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204Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9001_Decals/Decal_Color.mat
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9001_Decals/Decal_Color.mat.meta
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204Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9001_Decals/Decal_Mask.mat
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9001_Decals/Decal_Mask.mat.meta
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204Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9001_Decals/Decal_Normal.mat
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9001_Decals/Decal_Normal.mat.meta
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32ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/QuaternionMath.hlsl
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8ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/QuaternionMath.hlsl.meta
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21Tests/Scripts/Editor/GraphicTests/Framework/PlayModeTestable.cs
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11Tests/Scripts/Editor/GraphicTests/Framework/PlayModeTestable.cs.meta
998
ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2101_GI_Metapass.unity.png
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// =========================================================================== |
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// WARNING: |
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// On PS4, texture/sampler declarations need to be outside of CBuffers |
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// Otherwise those parameters are not bound correctly at runtime. |
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// =========================================================================== |
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TEXTURE2D(_DistortionVectorMap); |
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SAMPLER(sampler_DistortionVectorMap); |
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TEXTURE2D(_EmissiveColorMap); |
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SAMPLER(sampler_EmissiveColorMap); |
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#ifndef LAYERED_LIT_SHADER |
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TEXTURE2D(_DiffuseLightingMap); |
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SAMPLER(sampler_DiffuseLightingMap); |
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TEXTURE2D(_BaseColorMap); |
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SAMPLER(sampler_BaseColorMap); |
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TEXTURE2D(_MaskMap); |
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SAMPLER(sampler_MaskMap); |
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TEXTURE2D(_BentNormalMap); // Reuse sampler from normal map |
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SAMPLER(sampler_BentNormalMap); |
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TEXTURE2D(_NormalMap); |
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SAMPLER(sampler_NormalMap); |
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TEXTURE2D(_NormalMapOS); |
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SAMPLER(sampler_NormalMapOS); |
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TEXTURE2D(_DetailMap); |
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SAMPLER(sampler_DetailMap); |
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TEXTURE2D(_HeightMap); |
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SAMPLER(sampler_HeightMap); |
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TEXTURE2D(_TangentMap); |
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SAMPLER(sampler_TangentMap); |
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TEXTURE2D(_TangentMapOS); |
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SAMPLER(sampler_TangentMapOS); |
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TEXTURE2D(_AnisotropyMap); |
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SAMPLER(sampler_AnisotropyMap); |
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TEXTURE2D(_SubsurfaceMaskMap); |
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SAMPLER(sampler_SubsurfaceMaskMap); |
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TEXTURE2D(_ThicknessMap); |
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SAMPLER(sampler_ThicknessMap); |
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TEXTURE2D(_SpecularColorMap); |
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SAMPLER(sampler_SpecularColorMap); |
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TEXTURE2D(_TransmittanceColorMap); |
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SAMPLER(sampler_TransmittanceColorMap); |
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#else |
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// Set of users variables |
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#define PROP_DECL(type, name) type name##0, name##1, name##2, name##3 |
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// sampler are share by texture type inside a layered material but we need to support that a particualr layer have no texture, so we take the first sampler of available texture as the share one |
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// mean we must declare all sampler |
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#define PROP_DECL_TEX2D(name)\ |
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TEXTURE2D(MERGE_NAME(name, 0)); \ |
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SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 0)); \ |
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TEXTURE2D(MERGE_NAME(name, 1)); \ |
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SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 1)); \ |
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TEXTURE2D(MERGE_NAME(name, 2)); \ |
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SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 2)); \ |
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TEXTURE2D(MERGE_NAME(name, 3)); \ |
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SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 3)) |
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PROP_DECL_TEX2D(_BaseColorMap); |
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PROP_DECL_TEX2D(_MaskMap); |
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PROP_DECL_TEX2D(_BentNormalMap); |
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PROP_DECL_TEX2D(_NormalMap); |
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PROP_DECL_TEX2D(_NormalMapOS); |
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PROP_DECL_TEX2D(_DetailMap); |
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PROP_DECL_TEX2D(_HeightMap); |
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PROP_DECL_TEX2D(_SubsurfaceMaskMap); |
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PROP_DECL_TEX2D(_ThicknessMap); |
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TEXTURE2D(_LayerMaskMap); |
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SAMPLER(sampler_LayerMaskMap); |
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TEXTURE2D(_LayerInfluenceMaskMap); |
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SAMPLER(sampler_LayerInfluenceMaskMap); |
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#endif |
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CBUFFER_START(UnityPerMaterial) |
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// shared constant between lit and layered lit |
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float _AlphaCutoff; |
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float _AlphaCutoffPrepass; |
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float _AlphaCutoffPostpass; |
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float4 _DoubleSidedConstants; |
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float _DistortionScale; |
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float _DistortionVectorScale; |
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float _DistortionVectorBias; |
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float _DistortionBlurScale; |
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float _DistortionBlurRemapMin; |
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float _DistortionBlurRemapMax; |
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float _PPDMaxSamples; |
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float _PPDMinSamples; |
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float _PPDLodThreshold; |
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float3 _EmissiveColor; |
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float _EmissiveIntensity; |
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float _AlbedoAffectEmissive; |
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float _EnableSpecularOcclusion; |
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// Transparency |
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float3 _TransmittanceColor; |
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float _IOR; |
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float _ATDistance; |
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float _ThicknessMultiplier; |
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// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" |
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// value that exist to identify if the GI emission need to be enabled. |
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// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. |
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// TODO: Fix the code in legacy unity so we can customize the beahvior for GI |
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float3 _EmissionColor; |
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float4 _EmissiveColorMap_ST; |
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float _TexWorldScaleEmissive; |
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float4 _UVMappingMaskEmissive; |
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float4 _InvPrimScale; // Only XY are used |
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// Wind |
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float _InitialBend; |
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float _Stiffness; |
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float _Drag; |
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float _ShiverDrag; |
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float _ShiverDirectionality; |
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#ifndef LAYERED_LIT_SHADER |
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// Set of users variables |
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float4 _BaseColor; |
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float4 _BaseColorMap_ST; |
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float4 _BaseColorMap_TexelSize; |
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float4 _BaseColorMap_MipInfo; |
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float _Metallic; |
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float _Smoothness; |
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float _SmoothnessRemapMin; |
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float _SmoothnessRemapMax; |
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float _AORemapMin; |
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float _AORemapMax; |
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float _NormalScale; |
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float4 _DetailMap_ST; |
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float _DetailAlbedoScale; |
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float _DetailNormalScale; |
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float _DetailSmoothnessScale; |
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float4 _HeightMap_TexelSize; // Unity facility. This will provide the size of the heightmap to the shader |
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float _HeightAmplitude; |
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float _HeightCenter; |
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float _Anisotropy; |
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int _DiffusionProfile; |
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float _SubsurfaceMask; |
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float _Thickness; |
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float4 _ThicknessRemap; |
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|
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float _CoatMask; |
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|
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// =========================================================================== |
|||
// WARNING: |
|||
// On PS4, texture/sampler declarations need to be outside of CBuffers |
|||
// Otherwise those parameters are not bound correctly at runtime. |
|||
// =========================================================================== |
|||
|
|||
TEXTURE2D(_DistortionVectorMap); |
|||
SAMPLER(sampler_DistortionVectorMap); |
|||
|
|||
TEXTURE2D(_EmissiveColorMap); |
|||
SAMPLER(sampler_EmissiveColorMap); |
|||
|
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#ifndef LAYERED_LIT_SHADER |
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|
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TEXTURE2D(_DiffuseLightingMap); |
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SAMPLER(sampler_DiffuseLightingMap); |
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|
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TEXTURE2D(_BaseColorMap); |
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SAMPLER(sampler_BaseColorMap); |
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|
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TEXTURE2D(_MaskMap); |
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SAMPLER(sampler_MaskMap); |
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TEXTURE2D(_BentNormalMap); // Reuse sampler from normal map |
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SAMPLER(sampler_BentNormalMap); |
|||
|
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TEXTURE2D(_NormalMap); |
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SAMPLER(sampler_NormalMap); |
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TEXTURE2D(_NormalMapOS); |
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SAMPLER(sampler_NormalMapOS); |
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|
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TEXTURE2D(_DetailMap); |
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SAMPLER(sampler_DetailMap); |
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|
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TEXTURE2D(_HeightMap); |
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SAMPLER(sampler_HeightMap); |
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TEXTURE2D(_TangentMap); |
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SAMPLER(sampler_TangentMap); |
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TEXTURE2D(_TangentMapOS); |
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SAMPLER(sampler_TangentMapOS); |
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|
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TEXTURE2D(_AnisotropyMap); |
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SAMPLER(sampler_AnisotropyMap); |
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|
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TEXTURE2D(_SubsurfaceMaskMap); |
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SAMPLER(sampler_SubsurfaceMaskMap); |
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TEXTURE2D(_ThicknessMap); |
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SAMPLER(sampler_ThicknessMap); |
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TEXTURE2D(_SpecularColorMap); |
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SAMPLER(sampler_SpecularColorMap); |
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TEXTURE2D(_TransmittanceColorMap); |
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SAMPLER(sampler_TransmittanceColorMap); |
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#else |
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|
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// Set of users variables |
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#define PROP_DECL(type, name) type name##0, name##1, name##2, name##3 |
|||
// sampler are share by texture type inside a layered material but we need to support that a particualr layer have no texture, so we take the first sampler of available texture as the share one |
|||
// mean we must declare all sampler |
|||
#define PROP_DECL_TEX2D(name)\ |
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TEXTURE2D(MERGE_NAME(name, 0)); \ |
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SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 0)); \ |
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TEXTURE2D(MERGE_NAME(name, 1)); \ |
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SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 1)); \ |
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TEXTURE2D(MERGE_NAME(name, 2)); \ |
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SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 2)); \ |
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TEXTURE2D(MERGE_NAME(name, 3)); \ |
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SAMPLER(MERGE_NAME(MERGE_NAME(sampler, name), 3)) |
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PROP_DECL_TEX2D(_BaseColorMap); |
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PROP_DECL_TEX2D(_MaskMap); |
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PROP_DECL_TEX2D(_BentNormalMap); |
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PROP_DECL_TEX2D(_NormalMap); |
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PROP_DECL_TEX2D(_NormalMapOS); |
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PROP_DECL_TEX2D(_DetailMap); |
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PROP_DECL_TEX2D(_HeightMap); |
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PROP_DECL_TEX2D(_SubsurfaceMaskMap); |
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PROP_DECL_TEX2D(_ThicknessMap); |
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TEXTURE2D(_LayerMaskMap); |
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SAMPLER(sampler_LayerMaskMap); |
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TEXTURE2D(_LayerInfluenceMaskMap); |
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SAMPLER(sampler_LayerInfluenceMaskMap); |
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#endif |
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|
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CBUFFER_START(UnityPerMaterial) |
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|
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// shared constant between lit and layered lit |
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float _AlphaCutoff; |
|||
float _AlphaCutoffPrepass; |
|||
float _AlphaCutoffPostpass; |
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float4 _DoubleSidedConstants; |
|||
float _DistortionScale; |
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float _DistortionVectorScale; |
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float _DistortionVectorBias; |
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float _DistortionBlurScale; |
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float _DistortionBlurRemapMin; |
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float _DistortionBlurRemapMax; |
|||
|
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float _PPDMaxSamples; |
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float _PPDMinSamples; |
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float _PPDLodThreshold; |
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|
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float3 _EmissiveColor; |
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float _EmissiveIntensity; |
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float _AlbedoAffectEmissive; |
|||
|
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float _EnableSpecularOcclusion; |
|||
|
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// Transparency |
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float3 _TransmittanceColor; |
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float _IOR; |
|||
float _ATDistance; |
|||
float _ThicknessMultiplier; |
|||
|
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// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" |
|||
// value that exist to identify if the GI emission need to be enabled. |
|||
// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. |
|||
// TODO: Fix the code in legacy unity so we can customize the beahvior for GI |
|||
float3 _EmissionColor; |
|||
float4 _EmissiveColorMap_ST; |
|||
float _TexWorldScaleEmissive; |
|||
float4 _UVMappingMaskEmissive; |
|||
|
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float4 _InvPrimScale; // Only XY are used |
|||
|
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// Wind |
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float _InitialBend; |
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float _Stiffness; |
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float _Drag; |
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float _ShiverDrag; |
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float _ShiverDirectionality; |
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|
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#ifndef LAYERED_LIT_SHADER |
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|
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// Set of users variables |
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float4 _BaseColor; |
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float4 _BaseColorMap_ST; |
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float4 _BaseColorMap_TexelSize; |
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float4 _BaseColorMap_MipInfo; |
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|
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float _Metallic; |
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float _Smoothness; |
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float _SmoothnessRemapMin; |
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float _SmoothnessRemapMax; |
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float _AORemapMin; |
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float _AORemapMax; |
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|
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float _NormalScale; |
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|
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float4 _DetailMap_ST; |
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float _DetailAlbedoScale; |
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float _DetailNormalScale; |
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float _DetailSmoothnessScale; |
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|
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float4 _HeightMap_TexelSize; // Unity facility. This will provide the size of the heightmap to the shader |
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|
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float _HeightAmplitude; |
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float _HeightCenter; |
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|
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float _Anisotropy; |
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|
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int _DiffusionProfile; |
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float _SubsurfaceMask; |
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float _Thickness; |
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float4 _ThicknessRemap; |
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|
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float _CoatMask; |
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float _EnergyConservingSpecularColor; |
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float _TexWorldScale; |
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float _InvTilingScale; |
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float4 _UVMappingMask; |
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float4 _UVDetailsMappingMask; |
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float _LinkDetailsWithBase; |
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#else // LAYERED_LIT_SHADER |
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// Set of users variables |
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PROP_DECL(float4, _BaseColor); |
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float4 _BaseColorMap0_ST; |
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float4 _BaseColorMap1_ST; |
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float4 _BaseColorMap2_ST; |
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float4 _BaseColorMap3_ST; |
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float4 _BaseColorMap0_TexelSize; |
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float4 _BaseColorMap0_MipInfo; |
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PROP_DECL(float, _Metallic); |
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PROP_DECL(float, _Smoothness); |
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PROP_DECL(float, _SmoothnessRemapMin); |
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PROP_DECL(float, _SmoothnessRemapMax); |
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PROP_DECL(float, _AORemapMin); |
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PROP_DECL(float, _AORemapMax); |
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PROP_DECL(float, _NormalScale); |
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float4 _NormalMap0_TexelSize; // Unity facility. This will provide the size of the base normal to the shader |
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|
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float4 _HeightMap0_TexelSize; |
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float4 _HeightMap1_TexelSize; |
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float4 _HeightMap2_TexelSize; |
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float4 _HeightMap3_TexelSize; |
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|
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float4 _DetailMap0_ST; |
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float4 _DetailMap1_ST; |
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float4 _DetailMap2_ST; |
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float4 _DetailMap3_ST; |
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PROP_DECL(float, _UVDetail); |
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PROP_DECL(float, _DetailAlbedoScale); |
|||
PROP_DECL(float, _DetailNormalScale); |
|||
PROP_DECL(float, _DetailSmoothnessScale); |
|||
|
|||
PROP_DECL(float, _HeightAmplitude); |
|||
PROP_DECL(float, _HeightCenter); |
|||
|
|||
PROP_DECL(int, _DiffusionProfile); |
|||
PROP_DECL(float, _SubsurfaceMask); |
|||
PROP_DECL(float, _Thickness); |
|||
PROP_DECL(float4, _ThicknessRemap); |
|||
|
|||
PROP_DECL(float, _OpacityAsDensity); |
|||
float _InheritBaseNormal1; |
|||
float _InheritBaseNormal2; |
|||
float _InheritBaseNormal3; |
|||
float _InheritBaseHeight1; |
|||
float _InheritBaseHeight2; |
|||
float _InheritBaseHeight3; |
|||
float _InheritBaseColor1; |
|||
float _InheritBaseColor2; |
|||
float _InheritBaseColor3; |
|||
PROP_DECL(float, _HeightOffset); |
|||
float _HeightTransition; |
|||
|
|||
float4 _LayerMaskMap_ST; |
|||
float _TexWorldScaleBlendMask; |
|||
PROP_DECL(float, _TexWorldScale); |
|||
PROP_DECL(float, _InvTilingScale); |
|||
float4 _UVMappingMaskBlendMask; |
|||
PROP_DECL(float4, _UVMappingMask); |
|||
PROP_DECL(float4, _UVDetailsMappingMask); |
|||
PROP_DECL(float, _LinkDetailsWithBase); |
|||
|
|||
#endif // LAYERED_LIT_SHADER |
|||
|
|||
// Tessellation specific |
|||
|
|||
#ifdef TESSELLATION_ON |
|||
float _TessellationFactor; |
|||
float _TessellationFactorMinDistance; |
|||
float _TessellationFactorMaxDistance; |
|||
float _TessellationFactorTriangleSize; |
|||
float _TessellationShapeFactor; |
|||
float _TessellationBackFaceCullEpsilon; |
|||
float _TessellationObjectScale; |
|||
float _TessellationTilingScale; |
|||
#endif |
|||
|
|||
CBUFFER_END |
|||
float _EnergyConservingSpecularColor; |
|||
|
|||
float _TexWorldScale; |
|||
float _InvTilingScale; |
|||
float4 _UVMappingMask; |
|||
float4 _UVDetailsMappingMask; |
|||
float _LinkDetailsWithBase; |
|||
|
|||
#else // LAYERED_LIT_SHADER |
|||
|
|||
// Set of users variables |
|||
PROP_DECL(float4, _BaseColor); |
|||
float4 _BaseColorMap0_ST; |
|||
float4 _BaseColorMap1_ST; |
|||
float4 _BaseColorMap2_ST; |
|||
float4 _BaseColorMap3_ST; |
|||
|
|||
float4 _BaseColorMap0_TexelSize; |
|||
float4 _BaseColorMap0_MipInfo; |
|||
|
|||
PROP_DECL(float, _Metallic); |
|||
PROP_DECL(float, _Smoothness); |
|||
PROP_DECL(float, _SmoothnessRemapMin); |
|||
PROP_DECL(float, _SmoothnessRemapMax); |
|||
PROP_DECL(float, _AORemapMin); |
|||
PROP_DECL(float, _AORemapMax); |
|||
|
|||
PROP_DECL(float, _NormalScale); |
|||
float4 _NormalMap0_TexelSize; // Unity facility. This will provide the size of the base normal to the shader |
|||
|
|||
float4 _HeightMap0_TexelSize; |
|||
float4 _HeightMap1_TexelSize; |
|||
float4 _HeightMap2_TexelSize; |
|||
float4 _HeightMap3_TexelSize; |
|||
|
|||
float4 _DetailMap0_ST; |
|||
float4 _DetailMap1_ST; |
|||
float4 _DetailMap2_ST; |
|||
float4 _DetailMap3_ST; |
|||
PROP_DECL(float, _UVDetail); |
|||
PROP_DECL(float, _DetailAlbedoScale); |
|||
PROP_DECL(float, _DetailNormalScale); |
|||
PROP_DECL(float, _DetailSmoothnessScale); |
|||
|
|||
PROP_DECL(float, _HeightAmplitude); |
|||
PROP_DECL(float, _HeightCenter); |
|||
|
|||
PROP_DECL(int, _DiffusionProfile); |
|||
PROP_DECL(float, _SubsurfaceMask); |
|||
PROP_DECL(float, _Thickness); |
|||
PROP_DECL(float4, _ThicknessRemap); |
|||
|
|||
PROP_DECL(float, _OpacityAsDensity); |
|||
float _InheritBaseNormal1; |
|||
float _InheritBaseNormal2; |
|||
float _InheritBaseNormal3; |
|||
float _InheritBaseHeight1; |
|||
float _InheritBaseHeight2; |
|||
float _InheritBaseHeight3; |
|||
float _InheritBaseColor1; |
|||
float _InheritBaseColor2; |
|||
float _InheritBaseColor3; |
|||
PROP_DECL(float, _HeightOffset); |
|||
float _HeightTransition; |
|||
|
|||
float4 _LayerMaskMap_ST; |
|||
float _TexWorldScaleBlendMask; |
|||
PROP_DECL(float, _TexWorldScale); |
|||
PROP_DECL(float, _InvTilingScale); |
|||
float4 _UVMappingMaskBlendMask; |
|||
PROP_DECL(float4, _UVMappingMask); |
|||
PROP_DECL(float4, _UVDetailsMappingMask); |
|||
PROP_DECL(float, _LinkDetailsWithBase); |
|||
|
|||
#endif // LAYERED_LIT_SHADER |
|||
|
|||
// Tessellation specific |
|||
|
|||
#ifdef TESSELLATION_ON |
|||
float _TessellationFactor; |
|||
float _TessellationFactorMinDistance; |
|||
float _TessellationFactorMaxDistance; |
|||
float _TessellationFactorTriangleSize; |
|||
float _TessellationShapeFactor; |
|||
float _TessellationBackFaceCullEpsilon; |
|||
float _TessellationObjectScale; |
|||
float _TessellationTilingScale; |
|||
#endif |
|||
|
|||
CBUFFER_END |
|
|||
fileFormatVersion: 2 |
|||
guid: 511c37d13ba5059478cbfa154ca15b33 |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections.Generic; |
|||
using UnityEngine.Rendering; |
|||
|
|||
namespace UnityEngine.Experimental.Rendering |
|||
{ |
|||
public delegate Vector2Int ScaleFunc(Vector2Int size); |
|||
|
|||
public enum DepthBits |
|||
{ |
|||
None = 0, |
|||
Depth8 = 8, |
|||
Depth16 = 16, |
|||
Depth24 = 24 |
|||
} |
|||
|
|||
public enum MSAASamples |
|||
{ |
|||
None = 1, |
|||
MSAA2x = 2, |
|||
MSAA4x = 4, |
|||
MSAA8x = 8 |
|||
} |
|||
|
|||
public class RTHandle |
|||
{ |
|||
public static int s_MaxWidth { get; private set; } |
|||
public static int s_MaxHeight { get; private set; } |
|||
|
|||
static List<RTHandle> s_AutoSizedRTs; |
|||
|
|||
public RenderTexture rt { get; private set; } |
|||
public RenderTargetIdentifier nameID; |
|||
|
|||
Vector2 scaleFactor = Vector2.one; |
|||
ScaleFunc scaleFunc; |
|||
|
|||
static RTHandle() |
|||
{ |
|||
s_AutoSizedRTs = new List<RTHandle>(); |
|||
s_MaxWidth = 1; |
|||
s_MaxHeight = 1; |
|||
} |
|||
|
|||
RTHandle(RenderTexture rt) |
|||
{ |
|||
this.rt = rt; |
|||
nameID = new RenderTargetIdentifier(rt); |
|||
} |
|||
|
|||
public void Release() |
|||
{ |
|||
s_AutoSizedRTs.Remove(this); |
|||
CoreUtils.Destroy(rt); |
|||
rt = null; |
|||
nameID = BuiltinRenderTextureType.None; |
|||
} |
|||
|
|||
public static void Release(RTHandle rth) |
|||
{ |
|||
rth.Release(); |
|||
} |
|||
|
|||
public static void SetReferenceSize(int width, int height) |
|||
{ |
|||
width = Mathf.Max(width, 1); |
|||
height = Mathf.Max(height, 1); |
|||
|
|||
if (width > s_MaxWidth || height > s_MaxHeight) |
|||
Resize(width, height); |
|||
} |
|||
|
|||
public static void ResetReferenceSize(int width, int height) |
|||
{ |
|||
width = Mathf.Max(width, 1); |
|||
height = Mathf.Max(height, 1); |
|||
|
|||
if (width != s_MaxWidth || height != s_MaxHeight) |
|||
Resize(width, height); |
|||
} |
|||
|
|||
static void Resize(int width, int height) |
|||
{ |
|||
s_MaxWidth = width; |
|||
s_MaxHeight = height; |
|||
var maxSize = new Vector2Int(s_MaxWidth, s_MaxHeight); |
|||
|
|||
foreach (var rth in s_AutoSizedRTs) |
|||
{ |
|||
var rt = rth.rt; |
|||
rt.Release(); |
|||
|
|||
Vector2Int scaledSize; |
|||
|
|||
if (rth.scaleFunc != null) |
|||
{ |
|||
scaledSize = rth.scaleFunc(maxSize); |
|||
} |
|||
else |
|||
{ |
|||
scaledSize = new Vector2Int( |
|||
x: Mathf.RoundToInt(rth.scaleFactor.x * s_MaxWidth), |
|||
y: Mathf.RoundToInt(rth.scaleFactor.y * s_MaxHeight) |
|||
); |
|||
} |
|||
|
|||
rt.width = Mathf.Max(scaledSize.x, 1); |
|||
rt.height = Mathf.Max(scaledSize.y, 1); |
|||
rt.Create(); |
|||
} |
|||
} |
|||
|
|||
public static RTHandle Alloc( |
|||
int width, |
|||
int height, |
|||
int slices = 1, |
|||
DepthBits depthBufferBits = DepthBits.None, |
|||
RenderTextureFormat colorFormat = RenderTextureFormat.Default, |
|||
FilterMode filterMode = FilterMode.Point, |
|||
TextureWrapMode wrapMode = TextureWrapMode.Repeat, |
|||
TextureDimension dimension = TextureDimension.Tex2D, |
|||
bool sRGB = true, |
|||
bool enableRandomWrite = false, |
|||
bool useMipMap = false, |
|||
bool autoGenerateMips = true, |
|||
int anisoLevel = 1, |
|||
float mipMapBias = 0f, |
|||
MSAASamples msaaSamples = MSAASamples.None, |
|||
bool bindTextureMS = false, |
|||
bool useDynamicScale = false, |
|||
VRTextureUsage vrUsage = VRTextureUsage.None, |
|||
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None |
|||
) |
|||
{ |
|||
var rt = new RenderTexture(width, height, (int)depthBufferBits, colorFormat, sRGB ? RenderTextureReadWrite.sRGB : RenderTextureReadWrite.Linear) |
|||
{ |
|||
hideFlags = HideFlags.HideAndDontSave, |
|||
volumeDepth = slices, |
|||
filterMode = filterMode, |
|||
wrapMode = wrapMode, |
|||
dimension = dimension, |
|||
enableRandomWrite = enableRandomWrite, |
|||
useMipMap = useMipMap, |
|||
autoGenerateMips = autoGenerateMips, |
|||
anisoLevel = anisoLevel, |
|||
mipMapBias = mipMapBias, |
|||
antiAliasing = (int)msaaSamples, |
|||
bindTextureMS = bindTextureMS, |
|||
useDynamicScale = useDynamicScale, |
|||
vrUsage = vrUsage, |
|||
memorylessMode = memoryless |
|||
}; |
|||
rt.Create(); |
|||
|
|||
return new RTHandle(rt); |
|||
} |
|||
|
|||
public static RTHandle Alloc( |
|||
Vector2 scaleFactor, |
|||
DepthBits depthBufferBits = DepthBits.None, |
|||
RenderTextureFormat colorFormat = RenderTextureFormat.Default, |
|||
FilterMode filterMode = FilterMode.Point, |
|||
TextureWrapMode wrapMode = TextureWrapMode.Repeat, |
|||
TextureDimension dimension = TextureDimension.Tex2D, |
|||
bool sRGB = true, |
|||
bool enableRandomWrite = false, |
|||
bool useMipMap = false, |
|||
bool autoGenerateMips = true, |
|||
int anisoLevel = 1, |
|||
float mipMapBias = 0f, |
|||
MSAASamples msaaSamples = MSAASamples.None, |
|||
bool bindTextureMS = false, |
|||
bool useDynamicScale = false, |
|||
VRTextureUsage vrUsage = VRTextureUsage.None, |
|||
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None |
|||
) |
|||
{ |
|||
int width = Mathf.Max(Mathf.RoundToInt(scaleFactor.x * s_MaxWidth), 1); |
|||
int height = Mathf.Max(Mathf.RoundToInt(scaleFactor.y * s_MaxHeight), 1); |
|||
|
|||
var rth = Alloc(width, |
|||
height, |
|||
1, |
|||
depthBufferBits, |
|||
colorFormat, |
|||
filterMode, |
|||
wrapMode, |
|||
dimension, |
|||
sRGB, |
|||
enableRandomWrite, |
|||
useMipMap, |
|||
autoGenerateMips, |
|||
anisoLevel, |
|||
mipMapBias, |
|||
msaaSamples, |
|||
bindTextureMS, |
|||
useDynamicScale, |
|||
vrUsage, |
|||
memoryless |
|||
); |
|||
|
|||
rth.scaleFactor = scaleFactor; |
|||
s_AutoSizedRTs.Add(rth); |
|||
return rth; |
|||
} |
|||
|
|||
//
|
|||
// You can provide your own scaling function for advanced scaling schemes (e.g. scaling to
|
|||
// the next POT). The function takes a Vec2 as parameter that holds max width & height
|
|||
// values for the current manager context and returns a Vec2 of the final size in pixels.
|
|||
//
|
|||
// var rth = Alloc(
|
|||
// size => new Vector2Int(size.x / 2, size.y),
|
|||
// [...]
|
|||
// );
|
|||
//
|
|||
public static RTHandle Alloc( |
|||
ScaleFunc scaleFunc, |
|||
DepthBits depthBufferBits = DepthBits.None, |
|||
RenderTextureFormat colorFormat = RenderTextureFormat.Default, |
|||
FilterMode filterMode = FilterMode.Point, |
|||
TextureWrapMode wrapMode = TextureWrapMode.Repeat, |
|||
TextureDimension dimension = TextureDimension.Tex2D, |
|||
bool sRGB = true, |
|||
bool enableRandomWrite = false, |
|||
bool useMipMap = false, |
|||
bool autoGenerateMips = true, |
|||
int anisoLevel = 1, |
|||
float mipMapBias = 0f, |
|||
MSAASamples msaaSamples = MSAASamples.None, |
|||
bool bindTextureMS = false, |
|||
bool useDynamicScale = false, |
|||
VRTextureUsage vrUsage = VRTextureUsage.None, |
|||
RenderTextureMemoryless memoryless = RenderTextureMemoryless.None |
|||
) |
|||
{ |
|||
var scaleFactor = scaleFunc(new Vector2Int(s_MaxWidth, s_MaxHeight)); |
|||
int width = Mathf.Max(scaleFactor.x, 1); |
|||
int height = Mathf.Max(scaleFactor.y, 1); |
|||
|
|||
var rth = Alloc(width, |
|||
height, |
|||
1, |
|||
depthBufferBits, |
|||
colorFormat, |
|||
filterMode, |
|||
wrapMode, |
|||
dimension, |
|||
sRGB, |
|||
enableRandomWrite, |
|||
useMipMap, |
|||
autoGenerateMips, |
|||
anisoLevel, |
|||
mipMapBias, |
|||
msaaSamples, |
|||
bindTextureMS, |
|||
useDynamicScale, |
|||
vrUsage, |
|||
memoryless |
|||
); |
|||
|
|||
rth.scaleFunc = scaleFunc; |
|||
s_AutoSizedRTs.Add(rth); |
|||
return rth; |
|||
} |
|||
|
|||
public static implicit operator RenderTexture(RTHandle handle) |
|||
{ |
|||
return handle.rt; |
|||
} |
|||
|
|||
public static implicit operator RenderTargetIdentifier(RTHandle handle) |
|||
{ |
|||
return handle.nameID; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
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#ifndef UNITY_QUATERNIONMATH_INCLUDED |
|||
#define UNITY_QUATERNIONMATH_INCLUDED |
|||
|
|||
// Ref: https://cedec.cesa.or.jp/2015/session/ENG/14698.html The Rendering Materials of Far Cry 4 |
|||
|
|||
real4 TangentSpaceToQuat(real3 tagent, real3 bitangent, real3 normal) |
|||
{ |
|||
real4 quat; |
|||
quat.x = normal.y - bitangent.z; |
|||
quat.y = tangent.z - normal.x; |
|||
quat.z = bitangent.x - tangent.y; |
|||
quat.w = 1.0 + tangent.x + bitangent.y + normal.z; |
|||
|
|||
return normalize(quat); |
|||
} |
|||
|
|||
void QuatToTangentSpace(real4 quaterion, out real3 tangent, out real3 bitangent, out real3 normal) |
|||
{ |
|||
tangent = real3(1.0, 0.0, 0.0) |
|||
+ real3(-2.0, 2.0, 2.0) * quat.y * quat.yxw |
|||
+ real3(-2.0, -2.0, 2.0) * quat.z * quaternion.zwx; |
|||
|
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bitangent = real3(0.0, 1.0, 0.0) |
|||
+ real3(2.0, -2.0, 2.0) * quat.z * quat.wzy |
|||
+ real3(2.0, -2.0, -2.0) * quat.x * quaternion.yxw; |
|||
|
|||
normal = real3(0.0, 0.0, 1.0) |
|||
+ real3(2.0, 2.0, -2.0) * quat.x * quat.zwx |
|||
+ real3(-2.0, 2.0, -2.0) * quat.y * quaternion.wzy; |
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} |
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|
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|||
using UnityEngine; |
|||
using UnityEngine.TestTools; |
|||
using UnityEngine.Experimental.Rendering; |
|||
using UnityEngine.Rendering; |
|||
using UnityEngine.Events; |
|||
using System.Collections; |
|||
|
|||
public class PlayModeTestable : SetupSceneForRenderPipelineTest, IMonoBehaviourTest |
|||
{ |
|||
float t = 0f; |
|||
public float testDuration = 1f; |
|||
|
|||
public bool IsTestFinished |
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{ |
|||
get |
|||
{ |
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t += Time.deltaTime; |
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return (t > testDuration); |
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} |
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} |
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} |
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