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Merge branch 'Unity-2017.3' into LightweightPipeline
/Add-support-for-light-specular-color-tint
Merge branch 'Unity-2017.3' into LightweightPipeline
/Add-support-for-light-specular-color-tint
Felipe Lira
7 年前
当前提交
5f970d63
共有 236 个文件被更改,包括 3026 次插入 和 2455 次删除
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25SampleScenes/HDTest/GraphicTest/Parallax Occlusion Mapping/Material/POM - Wood.mat
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24SampleScenes/HDTest/GraphicTest/Tessellation/Material/Tessellation - Wood.mat
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461SampleScenes/HDTest/HDRenderLoopTest.unity
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2ScriptableRenderPipeline/Core/Camera/CameraSwitcher.cs
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1ScriptableRenderPipeline/Core/Camera/FreeCamera.cs
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19ScriptableRenderPipeline/Core/CommandBufferPool.cs
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7ScriptableRenderPipeline/Core/Debugging/DebugActionManager.cs
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6ScriptableRenderPipeline/Core/Debugging/DebugItemHandler.cs
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4ScriptableRenderPipeline/Core/Debugging/DebugItemUI.cs
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1ScriptableRenderPipeline/Core/Debugging/DebugMenuManager.cs
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3ScriptableRenderPipeline/Core/Debugging/DebugMenuState.cs
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3ScriptableRenderPipeline/Core/Debugging/DebugMenuUI.cs
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4ScriptableRenderPipeline/Core/Debugging/DebugMenuUpdater.cs
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12ScriptableRenderPipeline/Core/Debugging/DebugPanel.cs
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10ScriptableRenderPipeline/Core/Debugging/DebugPanelUI.cs
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1ScriptableRenderPipeline/Core/Debugging/Debugging.cs
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4ScriptableRenderPipeline/Core/Debugging/Editor/DebugMenuEditor.cs
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4ScriptableRenderPipeline/Core/Debugging/Serialization/DebugItemStateBool.cs
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4ScriptableRenderPipeline/Core/Debugging/Serialization/DebugItemStateColor.cs
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4ScriptableRenderPipeline/Core/Debugging/Serialization/DebugItemStateFloat.cs
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4ScriptableRenderPipeline/Core/Debugging/Serialization/DebugItemStateInt.cs
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4ScriptableRenderPipeline/Core/Debugging/Serialization/DebugItemStateUInt.cs
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3ScriptableRenderPipeline/Core/Inputs/InputRegistering.cs
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6ScriptableRenderPipeline/Core/ShaderLibrary/Shadow/Shadow.hlsl
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309ScriptableRenderPipeline/Core/ShaderLibrary/Shadow/ShadowAlgorithms.hlsl
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4ScriptableRenderPipeline/Core/ShaderLibrary/Shadow/ShadowSampling.hlsl
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32ScriptableRenderPipeline/Core/ShaderLibrary/Wind.hlsl
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4ScriptableRenderPipeline/Core/Shadow/Shadow.cs
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2ScriptableRenderPipeline/Core/Singleton.cs
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88ScriptableRenderPipeline/Core/TextureCache.cs
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7ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
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5ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs.hlsl
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8ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.hlsl
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4ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplayLatlong.shader
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4ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugFullScreen.shader
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4ScriptableRenderPipeline/HDRenderPipeline/Debug/LightingDebugPanel.cs
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92ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
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85ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
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713ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
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7ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset
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34ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.cs
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409ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs
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17ScriptableRenderPipeline/HDRenderPipeline/Lighting/AmbientOcclusion/ScreenSpaceAmbientOcclusion.cs
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884ScriptableRenderPipeline/HDRenderPipeline/Lighting/Editor/HDLightEditor.cs
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135ScriptableRenderPipeline/HDRenderPipeline/Lighting/EditorLightUtilities.cs
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2ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Deferred.compute
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23ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/ShadowDispatch.hlsl
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111ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
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3ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl
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14ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl
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5ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/builddispatchindirect.compute
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6ScriptableRenderPipeline/HDRenderPipeline/Lighting/Volumetrics/HomogeneousFog.cs
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12ScriptableRenderPipeline/HDRenderPipeline/Lighting/Volumetrics/VolumetricLighting.cs
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2ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.cs
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36ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs
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67ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
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94ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
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150ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs
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72ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
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31ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs
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33ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl
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227ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
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73ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
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123ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
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78ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl
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18ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
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120ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.hlsl
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85ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
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1ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LtcData.DisneyDiffuse.cs
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1ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LtcData.GGX.cs
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15ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitDepthPass.hlsl
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6ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitDistortionPass.hlsl
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8ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitMetaPass.hlsl
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21ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/ShaderPass/LitVelocityPass.hlsl
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259ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs
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108ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
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1ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/UnlitUI.cs
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1ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs
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7ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader
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2ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/UnlitData.hlsl
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3ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset
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2ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/HDRenderPipelineResources.asset.meta
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60ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs
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4ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Editor/CommonSettingsEditor.cs
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2ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawSssProfile.shader
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2ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawTransmittanceGraph.shader
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2ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettings.cs
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1ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettingsManager.cs
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1ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs
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1ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs
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13ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/TessellationShare.hlsl
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10ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VaryingMesh.hlsl
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45ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/VertMesh.hlsl
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8ScriptableRenderPipeline/HDRenderPipeline/ShaderVariablesFunctions.hlsl
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6ScriptableRenderPipeline/HDRenderPipeline/Sky/GGXConvolve.shader
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2ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Editor/HDRISkyEditor.cs
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19ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkyRenderer.cs
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16ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/HDRISkySettings.cs
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4ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
713
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
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namespace UnityEngine.Experimental.Rendering.HDPipeline |
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{ |
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static class HDShaderPassNames |
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public static class HDShaderPassNames |
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// ShaderPass string - use to have consistent name through the code
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public static readonly string s_EmptyStr = ""; |
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public static readonly string s_ForwardStr = "Forward"; |
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public static readonly string s_ForwardDebugDisplayStr = "ForwardDebugDisplay"; |
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public static readonly string s_DepthOnlyStr = "DepthOnly"; |
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public static readonly string s_ForwardOnlyOpaqueDepthOnlyStr = "ForwardOnlyOpaqueDepthOnly"; |
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public static readonly string s_ForwardOnlyOpaqueStr = "ForwardOnlyOpaque"; |
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public static readonly string s_ForwardOnlyOpaqueDebugDisplayStr = "ForwardOnlyOpaqueDebugDisplay"; |
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public static readonly string s_GBufferStr = "GBuffer"; |
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public static readonly string s_GBufferWithPrepassStr = "GBufferWithPrepass"; |
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public static readonly string s_GBufferDebugDisplayStr = "GBufferDebugDisplay"; |
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public static readonly string s_SRPDefaultUnlitStr = "SRPDefaultUnlit"; |
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public static readonly string s_MotionVectorsStr = "MotionVectors"; |
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public static readonly string s_DistortionVectorsStr = "DistortionVectors"; |
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public static readonly string s_TransparentDepthPrepassStr = "TransparentDepthPrepass"; |
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public static readonly string s_MetaStr = "Meta"; |
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public static readonly string s_ShadowCasterStr = "ShadowCaster"; |
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internal static readonly ShaderPassName s_EmptyName = new ShaderPassName(""); |
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internal static readonly ShaderPassName m_ForwardName = new ShaderPassName("Forward"); |
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internal static readonly ShaderPassName m_ForwardDisplayDebugName = new ShaderPassName("ForwardDisplayDebug"); |
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internal static readonly ShaderPassName m_DepthOnlyName = new ShaderPassName("DepthOnly"); |
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internal static readonly ShaderPassName m_ForwardOnlyOpaqueDepthOnlyName = new ShaderPassName("ForwardOnlyOpaqueDepthOnly"); |
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internal static readonly ShaderPassName m_ForwardOnlyOpaqueName = new ShaderPassName("ForwardOnlyOpaque"); |
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internal static readonly ShaderPassName m_ForwardOnlyOpaqueDisplayDebugName = new ShaderPassName("ForwardOnlyOpaqueDisplayDebug"); |
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internal static readonly ShaderPassName m_GBufferName = new ShaderPassName("GBuffer"); |
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internal static readonly ShaderPassName m_GBufferDebugDisplayName = new ShaderPassName("GBufferDebugDisplay"); |
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internal static readonly ShaderPassName m_SRPDefaultUnlitName = new ShaderPassName("SRPDefaultUnlit"); |
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internal static readonly ShaderPassName m_MotionVectorsName = new ShaderPassName("MotionVectors"); |
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internal static readonly ShaderPassName m_DistortionVectorsName = new ShaderPassName("DistortionVectors"); |
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public static readonly ShaderPassName s_EmptyName = new ShaderPassName(s_EmptyStr); |
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public static readonly ShaderPassName s_ForwardName = new ShaderPassName(s_ForwardStr); |
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public static readonly ShaderPassName s_ForwardDebugDisplayName = new ShaderPassName(s_ForwardDebugDisplayStr); |
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public static readonly ShaderPassName s_DepthOnlyName = new ShaderPassName(s_DepthOnlyStr); |
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public static readonly ShaderPassName s_ForwardOnlyOpaqueDepthOnlyName = new ShaderPassName(s_ForwardOnlyOpaqueDepthOnlyStr); |
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public static readonly ShaderPassName s_ForwardOnlyOpaqueName = new ShaderPassName(s_ForwardOnlyOpaqueStr); |
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public static readonly ShaderPassName s_ForwardOnlyOpaqueDebugDisplayName = new ShaderPassName(s_ForwardOnlyOpaqueDebugDisplayStr); |
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public static readonly ShaderPassName s_GBufferName = new ShaderPassName(s_GBufferStr); |
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public static readonly ShaderPassName s_GBufferWithPrepassName = new ShaderPassName(s_GBufferWithPrepassStr); |
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public static readonly ShaderPassName s_GBufferDebugDisplayName = new ShaderPassName(s_GBufferDebugDisplayStr); |
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public static readonly ShaderPassName s_SRPDefaultUnlitName = new ShaderPassName(s_SRPDefaultUnlitStr); |
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public static readonly ShaderPassName s_MotionVectorsName = new ShaderPassName(s_MotionVectorsStr); |
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public static readonly ShaderPassName s_DistortionVectorsName = new ShaderPassName(s_DistortionVectorsStr); |
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public static readonly ShaderPassName s_TransparentDepthPrepassName = new ShaderPassName(s_TransparentDepthPrepassStr); |
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internal static readonly ShaderPassName m_AlwaysName = new ShaderPassName("Always"); |
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internal static readonly ShaderPassName m_ForwardBaseName = new ShaderPassName("ForwardBase"); |
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internal static readonly ShaderPassName m_DeferredName = new ShaderPassName("Deferred"); |
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internal static readonly ShaderPassName m_PrepassBaseName = new ShaderPassName("PrepassBase"); |
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internal static readonly ShaderPassName m_VertexName = new ShaderPassName("Vertex"); |
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internal static readonly ShaderPassName m_VertexLMRGBMName = new ShaderPassName("VertexLMRGBM"); |
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internal static readonly ShaderPassName m_VertexLMName = new ShaderPassName("VertexLM"); |
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public static readonly ShaderPassName s_AlwaysName = new ShaderPassName("Always"); |
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public static readonly ShaderPassName s_ForwardBaseName = new ShaderPassName("ForwardBase"); |
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public static readonly ShaderPassName s_DeferredName = new ShaderPassName("Deferred"); |
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public static readonly ShaderPassName s_PrepassBaseName = new ShaderPassName("PrepassBase"); |
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public static readonly ShaderPassName s_VertexName = new ShaderPassName("Vertex"); |
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public static readonly ShaderPassName s_VertexLMRGBMName = new ShaderPassName("VertexLMRGBM"); |
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public static readonly ShaderPassName s_VertexLMName = new ShaderPassName("VertexLM"); |
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// fields names as in the shaders for ease of use... Would be nice to clean this up at some
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// point.
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static class HDShaderIDs |
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// fields names as in the shaders for ease of use...
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// TODO: Would be nice to clean this up at some point
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public static class HDShaderIDs |
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internal static readonly int _ShadowDatasExp = Shader.PropertyToID("_ShadowDatasExp"); |
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internal static readonly int _ShadowPayloads = Shader.PropertyToID("_ShadowPayloads"); |
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internal static readonly int _ShadowmapExp_VSM_0 = Shader.PropertyToID("_ShadowmapExp_VSM_0"); |
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internal static readonly int _ShadowmapExp_VSM_1 = Shader.PropertyToID("_ShadowmapExp_VSM_1"); |
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internal static readonly int _ShadowmapExp_VSM_2 = Shader.PropertyToID("_ShadowmapExp_VSM_2"); |
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internal static readonly int _ShadowmapExp_PCF = Shader.PropertyToID("_ShadowmapExp_PCF"); |
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public static readonly int _ShadowDatasExp = Shader.PropertyToID("_ShadowDatasExp"); |
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public static readonly int _ShadowPayloads = Shader.PropertyToID("_ShadowPayloads"); |
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public static readonly int _ShadowmapExp_VSM_0 = Shader.PropertyToID("_ShadowmapExp_VSM_0"); |
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public static readonly int _ShadowmapExp_VSM_1 = Shader.PropertyToID("_ShadowmapExp_VSM_1"); |
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public static readonly int _ShadowmapExp_VSM_2 = Shader.PropertyToID("_ShadowmapExp_VSM_2"); |
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public static readonly int _ShadowmapExp_PCF = Shader.PropertyToID("_ShadowmapExp_PCF"); |
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internal static readonly int g_LayeredSingleIdxBuffer = Shader.PropertyToID("g_LayeredSingleIdxBuffer"); |
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internal static readonly int _EnvLightIndexShift = Shader.PropertyToID("_EnvLightIndexShift"); |
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internal static readonly int g_isOrthographic = Shader.PropertyToID("g_isOrthographic"); |
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internal static readonly int g_iNrVisibLights = Shader.PropertyToID("g_iNrVisibLights"); |
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internal static readonly int g_mScrProjection = Shader.PropertyToID("g_mScrProjection"); |
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internal static readonly int g_mInvScrProjection = Shader.PropertyToID("g_mInvScrProjection"); |
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internal static readonly int g_iLog2NumClusters = Shader.PropertyToID("g_iLog2NumClusters"); |
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internal static readonly int g_fNearPlane = Shader.PropertyToID("g_fNearPlane"); |
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internal static readonly int g_fFarPlane = Shader.PropertyToID("g_fFarPlane"); |
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internal static readonly int g_fClustScale = Shader.PropertyToID("g_fClustScale"); |
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internal static readonly int g_fClustBase = Shader.PropertyToID("g_fClustBase"); |
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internal static readonly int g_depth_tex = Shader.PropertyToID("g_depth_tex"); |
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internal static readonly int g_vLayeredLightList = Shader.PropertyToID("g_vLayeredLightList"); |
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internal static readonly int g_LayeredOffset = Shader.PropertyToID("g_LayeredOffset"); |
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internal static readonly int g_vBigTileLightList = Shader.PropertyToID("g_vBigTileLightList"); |
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internal static readonly int g_logBaseBuffer = Shader.PropertyToID("g_logBaseBuffer"); |
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internal static readonly int g_vBoundsBuffer = Shader.PropertyToID("g_vBoundsBuffer"); |
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internal static readonly int _LightVolumeData = Shader.PropertyToID("_LightVolumeData"); |
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internal static readonly int g_data = Shader.PropertyToID("g_data"); |
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internal static readonly int g_mProjection = Shader.PropertyToID("g_mProjection"); |
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internal static readonly int g_mInvProjection = Shader.PropertyToID("g_mInvProjection"); |
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internal static readonly int g_viDimensions = Shader.PropertyToID("g_viDimensions"); |
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internal static readonly int g_vLightList = Shader.PropertyToID("g_vLightList"); |
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public static readonly int g_LayeredSingleIdxBuffer = Shader.PropertyToID("g_LayeredSingleIdxBuffer"); |
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public static readonly int _EnvLightIndexShift = Shader.PropertyToID("_EnvLightIndexShift"); |
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public static readonly int g_isOrthographic = Shader.PropertyToID("g_isOrthographic"); |
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public static readonly int g_iNrVisibLights = Shader.PropertyToID("g_iNrVisibLights"); |
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public static readonly int g_mScrProjection = Shader.PropertyToID("g_mScrProjection"); |
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public static readonly int g_mInvScrProjection = Shader.PropertyToID("g_mInvScrProjection"); |
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public static readonly int g_iLog2NumClusters = Shader.PropertyToID("g_iLog2NumClusters"); |
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public static readonly int g_fNearPlane = Shader.PropertyToID("g_fNearPlane"); |
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public static readonly int g_fFarPlane = Shader.PropertyToID("g_fFarPlane"); |
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public static readonly int g_fClustScale = Shader.PropertyToID("g_fClustScale"); |
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public static readonly int g_fClustBase = Shader.PropertyToID("g_fClustBase"); |
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public static readonly int g_depth_tex = Shader.PropertyToID("g_depth_tex"); |
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public static readonly int g_vLayeredLightList = Shader.PropertyToID("g_vLayeredLightList"); |
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public static readonly int g_LayeredOffset = Shader.PropertyToID("g_LayeredOffset"); |
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public static readonly int g_vBigTileLightList = Shader.PropertyToID("g_vBigTileLightList"); |
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public static readonly int g_logBaseBuffer = Shader.PropertyToID("g_logBaseBuffer"); |
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public static readonly int g_vBoundsBuffer = Shader.PropertyToID("g_vBoundsBuffer"); |
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public static readonly int _LightVolumeData = Shader.PropertyToID("_LightVolumeData"); |
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public static readonly int g_data = Shader.PropertyToID("g_data"); |
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public static readonly int g_mProjection = Shader.PropertyToID("g_mProjection"); |
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public static readonly int g_mInvProjection = Shader.PropertyToID("g_mInvProjection"); |
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public static readonly int g_viDimensions = Shader.PropertyToID("g_viDimensions"); |
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public static readonly int g_vLightList = Shader.PropertyToID("g_vLightList"); |
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internal static readonly int g_BaseFeatureFlags = Shader.PropertyToID("g_BaseFeatureFlags"); |
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internal static readonly int g_TileFeatureFlags = Shader.PropertyToID("g_TileFeatureFlags"); |
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public static readonly int g_BaseFeatureFlags = Shader.PropertyToID("g_BaseFeatureFlags"); |
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public static readonly int g_TileFeatureFlags = Shader.PropertyToID("g_TileFeatureFlags"); |
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internal static readonly int _GBufferTexture0 = Shader.PropertyToID("_GBufferTexture0"); |
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internal static readonly int _GBufferTexture1 = Shader.PropertyToID("_GBufferTexture1"); |
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internal static readonly int _GBufferTexture2 = Shader.PropertyToID("_GBufferTexture2"); |
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internal static readonly int _GBufferTexture3 = Shader.PropertyToID("_GBufferTexture3"); |
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public static readonly int _GBufferTexture0 = Shader.PropertyToID("_GBufferTexture0"); |
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public static readonly int _GBufferTexture1 = Shader.PropertyToID("_GBufferTexture1"); |
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public static readonly int _GBufferTexture2 = Shader.PropertyToID("_GBufferTexture2"); |
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public static readonly int _GBufferTexture3 = Shader.PropertyToID("_GBufferTexture3"); |
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internal static readonly int g_DispatchIndirectBuffer = Shader.PropertyToID("g_DispatchIndirectBuffer"); |
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internal static readonly int g_TileList = Shader.PropertyToID("g_TileList"); |
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internal static readonly int g_NumTiles = Shader.PropertyToID("g_NumTiles"); |
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internal static readonly int g_NumTilesX = Shader.PropertyToID("g_NumTilesX"); |
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public static readonly int g_DispatchIndirectBuffer = Shader.PropertyToID("g_DispatchIndirectBuffer"); |
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public static readonly int g_TileList = Shader.PropertyToID("g_TileList"); |
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public static readonly int g_NumTiles = Shader.PropertyToID("g_NumTiles"); |
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public static readonly int g_NumTilesX = Shader.PropertyToID("g_NumTilesX"); |
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internal static readonly int _NumTiles = Shader.PropertyToID("_NumTiles"); |
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public static readonly int _NumTiles = Shader.PropertyToID("_NumTiles"); |
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internal static readonly int _CookieTextures = Shader.PropertyToID("_CookieTextures"); |
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internal static readonly int _CookieCubeTextures = Shader.PropertyToID("_CookieCubeTextures"); |
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internal static readonly int _EnvTextures = Shader.PropertyToID("_EnvTextures"); |
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internal static readonly int _DirectionalLightDatas = Shader.PropertyToID("_DirectionalLightDatas"); |
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internal static readonly int _DirectionalLightCount = Shader.PropertyToID("_DirectionalLightCount"); |
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internal static readonly int _LightDatas = Shader.PropertyToID("_LightDatas"); |
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internal static readonly int _PunctualLightCount = Shader.PropertyToID("_PunctualLightCount"); |
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internal static readonly int _AreaLightCount = Shader.PropertyToID("_AreaLightCount"); |
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internal static readonly int g_vLightListGlobal = Shader.PropertyToID("g_vLightListGlobal"); |
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internal static readonly int _EnvLightDatas = Shader.PropertyToID("_EnvLightDatas"); |
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internal static readonly int _EnvLightCount = Shader.PropertyToID("_EnvLightCount"); |
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internal static readonly int _ShadowDatas = Shader.PropertyToID("_ShadowDatas"); |
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internal static readonly int _DirShadowSplitSpheres = Shader.PropertyToID("_DirShadowSplitSpheres"); |
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internal static readonly int _NumTileFtplX = Shader.PropertyToID("_NumTileFtplX"); |
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internal static readonly int _NumTileFtplY = Shader.PropertyToID("_NumTileFtplY"); |
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internal static readonly int _NumTileClusteredX = Shader.PropertyToID("_NumTileClusteredX"); |
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internal static readonly int _NumTileClusteredY = Shader.PropertyToID("_NumTileClusteredY"); |
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public static readonly int _CookieTextures = Shader.PropertyToID("_CookieTextures"); |
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public static readonly int _CookieCubeTextures = Shader.PropertyToID("_CookieCubeTextures"); |
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public static readonly int _EnvTextures = Shader.PropertyToID("_EnvTextures"); |
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public static readonly int _DirectionalLightDatas = Shader.PropertyToID("_DirectionalLightDatas"); |
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public static readonly int _DirectionalLightCount = Shader.PropertyToID("_DirectionalLightCount"); |
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public static readonly int _LightDatas = Shader.PropertyToID("_LightDatas"); |
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public static readonly int _PunctualLightCount = Shader.PropertyToID("_PunctualLightCount"); |
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public static readonly int _AreaLightCount = Shader.PropertyToID("_AreaLightCount"); |
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public static readonly int g_vLightListGlobal = Shader.PropertyToID("g_vLightListGlobal"); |
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public static readonly int _EnvLightDatas = Shader.PropertyToID("_EnvLightDatas"); |
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public static readonly int _EnvLightCount = Shader.PropertyToID("_EnvLightCount"); |
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public static readonly int _ShadowDatas = Shader.PropertyToID("_ShadowDatas"); |
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public static readonly int _DirShadowSplitSpheres = Shader.PropertyToID("_DirShadowSplitSpheres"); |
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public static readonly int _NumTileFtplX = Shader.PropertyToID("_NumTileFtplX"); |
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public static readonly int _NumTileFtplY = Shader.PropertyToID("_NumTileFtplY"); |
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public static readonly int _NumTileClusteredX = Shader.PropertyToID("_NumTileClusteredX"); |
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public static readonly int _NumTileClusteredY = Shader.PropertyToID("_NumTileClusteredY"); |
|||
internal static readonly int g_isLogBaseBufferEnabled = Shader.PropertyToID("g_isLogBaseBufferEnabled"); |
|||
internal static readonly int g_vLayeredOffsetsBuffer = Shader.PropertyToID("g_vLayeredOffsetsBuffer"); |
|||
public static readonly int g_isLogBaseBufferEnabled = Shader.PropertyToID("g_isLogBaseBufferEnabled"); |
|||
public static readonly int g_vLayeredOffsetsBuffer = Shader.PropertyToID("g_vLayeredOffsetsBuffer"); |
|||
internal static readonly int _ViewTilesFlags = Shader.PropertyToID("_ViewTilesFlags"); |
|||
internal static readonly int _MousePixelCoord = Shader.PropertyToID("_MousePixelCoord"); |
|||
public static readonly int _ViewTilesFlags = Shader.PropertyToID("_ViewTilesFlags"); |
|||
public static readonly int _MousePixelCoord = Shader.PropertyToID("_MousePixelCoord"); |
|||
internal static readonly int _DebugViewMaterial = Shader.PropertyToID("_DebugViewMaterial"); |
|||
internal static readonly int _DebugLightingMode = Shader.PropertyToID("_DebugLightingMode"); |
|||
internal static readonly int _DebugLightingAlbedo = Shader.PropertyToID("_DebugLightingAlbedo"); |
|||
internal static readonly int _DebugLightingSmoothness = Shader.PropertyToID("_DebugLightingSmoothness"); |
|||
internal static readonly int _AmbientOcclusionTexture = Shader.PropertyToID("_AmbientOcclusionTexture"); |
|||
public static readonly int _DebugViewMaterial = Shader.PropertyToID("_DebugViewMaterial"); |
|||
public static readonly int _DebugLightingMode = Shader.PropertyToID("_DebugLightingMode"); |
|||
public static readonly int _DebugLightingAlbedo = Shader.PropertyToID("_DebugLightingAlbedo"); |
|||
public static readonly int _DebugLightingSmoothness = Shader.PropertyToID("_DebugLightingSmoothness"); |
|||
public static readonly int _AmbientOcclusionTexture = Shader.PropertyToID("_AmbientOcclusionTexture"); |
|||
internal static readonly int _UseTileLightList = Shader.PropertyToID("_UseTileLightList"); |
|||
internal static readonly int _Time = Shader.PropertyToID("_Time"); |
|||
internal static readonly int _SinTime = Shader.PropertyToID("_SinTime"); |
|||
internal static readonly int _CosTime = Shader.PropertyToID("_CosTime"); |
|||
internal static readonly int unity_DeltaTime = Shader.PropertyToID("unity_DeltaTime"); |
|||
internal static readonly int _EnvLightSkyEnabled = Shader.PropertyToID("_EnvLightSkyEnabled"); |
|||
internal static readonly int _AmbientOcclusionDirectLightStrenght = Shader.PropertyToID("_AmbientOcclusionDirectLightStrenght"); |
|||
internal static readonly int _SkyTexture = Shader.PropertyToID("_SkyTexture"); |
|||
public static readonly int _UseTileLightList = Shader.PropertyToID("_UseTileLightList"); |
|||
public static readonly int _Time = Shader.PropertyToID("_Time"); |
|||
public static readonly int _SinTime = Shader.PropertyToID("_SinTime"); |
|||
public static readonly int _CosTime = Shader.PropertyToID("_CosTime"); |
|||
public static readonly int unity_DeltaTime = Shader.PropertyToID("unity_DeltaTime"); |
|||
public static readonly int _EnvLightSkyEnabled = Shader.PropertyToID("_EnvLightSkyEnabled"); |
|||
public static readonly int _AmbientOcclusionDirectLightStrenght = Shader.PropertyToID("_AmbientOcclusionDirectLightStrenght"); |
|||
public static readonly int _SkyTexture = Shader.PropertyToID("_SkyTexture"); |
|||
internal static readonly int _UseDisneySSS = Shader.PropertyToID("_UseDisneySSS"); |
|||
internal static readonly int _EnableSSSAndTransmission = Shader.PropertyToID("_EnableSSSAndTransmission"); |
|||
internal static readonly int _TexturingModeFlags = Shader.PropertyToID("_TexturingModeFlags"); |
|||
internal static readonly int _TransmissionFlags = Shader.PropertyToID("_TransmissionFlags"); |
|||
internal static readonly int _ThicknessRemaps = Shader.PropertyToID("_ThicknessRemaps"); |
|||
internal static readonly int _ShapeParams = Shader.PropertyToID("_ShapeParams"); |
|||
internal static readonly int _HalfRcpVariancesAndWeights = Shader.PropertyToID("_HalfRcpVariancesAndWeights"); |
|||
internal static readonly int _TransmissionTints = Shader.PropertyToID("_TransmissionTints"); |
|||
internal static readonly int specularLightingUAV = Shader.PropertyToID("specularLightingUAV"); |
|||
internal static readonly int diffuseLightingUAV = Shader.PropertyToID("diffuseLightingUAV"); |
|||
public static readonly int _UseDisneySSS = Shader.PropertyToID("_UseDisneySSS"); |
|||
public static readonly int _EnableSSSAndTransmission = Shader.PropertyToID("_EnableSSSAndTransmission"); |
|||
public static readonly int _TexturingModeFlags = Shader.PropertyToID("_TexturingModeFlags"); |
|||
public static readonly int _TransmissionFlags = Shader.PropertyToID("_TransmissionFlags"); |
|||
public static readonly int _ThicknessRemaps = Shader.PropertyToID("_ThicknessRemaps"); |
|||
public static readonly int _ShapeParams = Shader.PropertyToID("_ShapeParams"); |
|||
public static readonly int _HalfRcpVariancesAndWeights = Shader.PropertyToID("_HalfRcpVariancesAndWeights"); |
|||
public static readonly int _TransmissionTints = Shader.PropertyToID("_TransmissionTints"); |
|||
public static readonly int specularLightingUAV = Shader.PropertyToID("specularLightingUAV"); |
|||
public static readonly int diffuseLightingUAV = Shader.PropertyToID("diffuseLightingUAV"); |
|||
internal static readonly int g_TileListOffset = Shader.PropertyToID("g_TileListOffset"); |
|||
public static readonly int g_TileListOffset = Shader.PropertyToID("g_TileListOffset"); |
|||
internal static readonly int _LtcData = Shader.PropertyToID("_LtcData"); |
|||
internal static readonly int _PreIntegratedFGD = Shader.PropertyToID("_PreIntegratedFGD"); |
|||
internal static readonly int _LtcGGXMatrix = Shader.PropertyToID("_LtcGGXMatrix"); |
|||
internal static readonly int _LtcDisneyDiffuseMatrix = Shader.PropertyToID("_LtcDisneyDiffuseMatrix"); |
|||
internal static readonly int _LtcMultiGGXFresnelDisneyDiffuse = Shader.PropertyToID("_LtcMultiGGXFresnelDisneyDiffuse"); |
|||
public static readonly int _LtcData = Shader.PropertyToID("_LtcData"); |
|||
public static readonly int _PreIntegratedFGD = Shader.PropertyToID("_PreIntegratedFGD"); |
|||
public static readonly int _LtcGGXMatrix = Shader.PropertyToID("_LtcGGXMatrix"); |
|||
public static readonly int _LtcDisneyDiffuseMatrix = Shader.PropertyToID("_LtcDisneyDiffuseMatrix"); |
|||
public static readonly int _LtcMultiGGXFresnelDisneyDiffuse = Shader.PropertyToID("_LtcMultiGGXFresnelDisneyDiffuse"); |
|||
internal static readonly int _MainDepthTexture = Shader.PropertyToID("_MainDepthTexture"); |
|||
|
|||
internal static readonly int _DeferredShadowTexture = Shader.PropertyToID("_DeferredShadowTexture"); |
|||
internal static readonly int _DeferredShadowTextureUAV = Shader.PropertyToID("_DeferredShadowTextureUAV"); |
|||
internal static readonly int _DirectionalShadowIndex = Shader.PropertyToID("_DirectionalShadowIndex"); |
|||
public static readonly int _MainDepthTexture = Shader.PropertyToID("_MainDepthTexture"); |
|||
internal static readonly int unity_OrthoParams = Shader.PropertyToID("unity_OrthoParams"); |
|||
internal static readonly int _ZBufferParams = Shader.PropertyToID("_ZBufferParams"); |
|||
internal static readonly int _ScreenParams = Shader.PropertyToID("_ScreenParams"); |
|||
internal static readonly int _ProjectionParams = Shader.PropertyToID("_ProjectionParams"); |
|||
internal static readonly int _WorldSpaceCameraPos = Shader.PropertyToID("_WorldSpaceCameraPos"); |
|||
public static readonly int _DeferredShadowTexture = Shader.PropertyToID("_DeferredShadowTexture"); |
|||
public static readonly int _DeferredShadowTextureUAV = Shader.PropertyToID("_DeferredShadowTextureUAV"); |
|||
public static readonly int _DirectionalShadowIndex = Shader.PropertyToID("_DirectionalShadowIndex"); |
|||
public static readonly int unity_OrthoParams = Shader.PropertyToID("unity_OrthoParams"); |
|||
public static readonly int _ZBufferParams = Shader.PropertyToID("_ZBufferParams"); |
|||
public static readonly int _ScreenParams = Shader.PropertyToID("_ScreenParams"); |
|||
public static readonly int _ProjectionParams = Shader.PropertyToID("_ProjectionParams"); |
|||
public static readonly int _WorldSpaceCameraPos = Shader.PropertyToID("_WorldSpaceCameraPos"); |
|||
internal static readonly int _StencilRef = Shader.PropertyToID("_StencilRef"); |
|||
internal static readonly int _StencilCmp = Shader.PropertyToID("_StencilCmp"); |
|||
public static readonly int _StencilRef = Shader.PropertyToID("_StencilRef"); |
|||
public static readonly int _StencilCmp = Shader.PropertyToID("_StencilCmp"); |
|||
internal static readonly int _SrcBlend = Shader.PropertyToID("_SrcBlend"); |
|||
internal static readonly int _DstBlend = Shader.PropertyToID("_DstBlend"); |
|||
public static readonly int _SrcBlend = Shader.PropertyToID("_SrcBlend"); |
|||
public static readonly int _DstBlend = Shader.PropertyToID("_DstBlend"); |
|||
internal static readonly int _HTile = Shader.PropertyToID("_HTile"); |
|||
internal static readonly int _StencilTexture = Shader.PropertyToID("_StencilTexture"); |
|||
public static readonly int _HTile = Shader.PropertyToID("_HTile"); |
|||
public static readonly int _StencilTexture = Shader.PropertyToID("_StencilTexture"); |
|||
internal static readonly int _ViewMatrix = Shader.PropertyToID("_ViewMatrix"); |
|||
internal static readonly int _InvViewMatrix = Shader.PropertyToID("_InvViewMatrix"); |
|||
internal static readonly int _ProjMatrix = Shader.PropertyToID("_ProjMatrix"); |
|||
internal static readonly int _InvProjMatrix = Shader.PropertyToID("_InvProjMatrix"); |
|||
internal static readonly int _NonJitteredViewProjMatrix = Shader.PropertyToID("_NonJitteredViewProjMatrix"); |
|||
internal static readonly int _ViewProjMatrix = Shader.PropertyToID("_ViewProjMatrix"); |
|||
internal static readonly int _InvViewProjMatrix = Shader.PropertyToID("_InvViewProjMatrix"); |
|||
internal static readonly int _InvProjParam = Shader.PropertyToID("_InvProjParam"); |
|||
internal static readonly int _ScreenSize = Shader.PropertyToID("_ScreenSize"); |
|||
internal static readonly int _PrevViewProjMatrix = Shader.PropertyToID("_PrevViewProjMatrix"); |
|||
internal static readonly int _FrustumPlanes = Shader.PropertyToID("_FrustumPlanes"); |
|||
public static readonly int _ViewMatrix = Shader.PropertyToID("_ViewMatrix"); |
|||
public static readonly int _InvViewMatrix = Shader.PropertyToID("_InvViewMatrix"); |
|||
public static readonly int _ProjMatrix = Shader.PropertyToID("_ProjMatrix"); |
|||
public static readonly int _InvProjMatrix = Shader.PropertyToID("_InvProjMatrix"); |
|||
public static readonly int _NonJitteredViewProjMatrix = Shader.PropertyToID("_NonJitteredViewProjMatrix"); |
|||
public static readonly int _ViewProjMatrix = Shader.PropertyToID("_ViewProjMatrix"); |
|||
public static readonly int _InvViewProjMatrix = Shader.PropertyToID("_InvViewProjMatrix"); |
|||
public static readonly int _InvProjParam = Shader.PropertyToID("_InvProjParam"); |
|||
public static readonly int _ScreenSize = Shader.PropertyToID("_ScreenSize"); |
|||
public static readonly int _PrevViewProjMatrix = Shader.PropertyToID("_PrevViewProjMatrix"); |
|||
public static readonly int _FrustumPlanes = Shader.PropertyToID("_FrustumPlanes"); |
|||
internal static readonly int _DepthTexture = Shader.PropertyToID("_DepthTexture"); |
|||
internal static readonly int _CameraColorTexture = Shader.PropertyToID("_CameraColorTexture"); |
|||
internal static readonly int _CameraSssDiffuseLightingBuffer = Shader.PropertyToID("_CameraSssDiffuseLightingTexture"); |
|||
internal static readonly int _CameraFilteringBuffer = Shader.PropertyToID("_CameraFilteringTexture"); |
|||
internal static readonly int _IrradianceSource = Shader.PropertyToID("_IrradianceSource"); |
|||
public static readonly int _DepthTexture = Shader.PropertyToID("_DepthTexture"); |
|||
public static readonly int _CameraColorTexture = Shader.PropertyToID("_CameraColorTexture"); |
|||
public static readonly int _CameraSssDiffuseLightingBuffer = Shader.PropertyToID("_CameraSssDiffuseLightingTexture"); |
|||
public static readonly int _CameraFilteringBuffer = Shader.PropertyToID("_CameraFilteringTexture"); |
|||
public static readonly int _IrradianceSource = Shader.PropertyToID("_IrradianceSource"); |
|||
internal static readonly int _VelocityTexture = Shader.PropertyToID("_VelocityTexture"); |
|||
internal static readonly int _DistortionTexture = Shader.PropertyToID("_DistortionTexture"); |
|||
internal static readonly int _DebugFullScreenTexture = Shader.PropertyToID("_DebugFullScreenTexture"); |
|||
public static readonly int _VelocityTexture = Shader.PropertyToID("_VelocityTexture"); |
|||
public static readonly int _DistortionTexture = Shader.PropertyToID("_DistortionTexture"); |
|||
public static readonly int _GaussianPyramidColorTexture = Shader.PropertyToID("_GaussianPyramidColorTexture"); |
|||
public static readonly int _DepthPyramidTexture = Shader.PropertyToID("_PyramidDepthTexture"); |
|||
public static readonly int _GaussianPyramidColorMipSize = Shader.PropertyToID("_GaussianPyramidColorMipSize"); |
|||
public static readonly int[] _GaussianPyramidColorMips = |
|||
{ |
|||
Shader.PropertyToID("_GaussianColorMip0"), |
|||
Shader.PropertyToID("_GaussianColorMip1"), |
|||
Shader.PropertyToID("_GaussianColorMip2"), |
|||
Shader.PropertyToID("_GaussianColorMip3"), |
|||
Shader.PropertyToID("_GaussianColorMip4"), |
|||
Shader.PropertyToID("_GaussianColorMip5"), |
|||
Shader.PropertyToID("_GaussianColorMip6"), |
|||
Shader.PropertyToID("_GaussianColorMip7"), |
|||
Shader.PropertyToID("_GaussianColorMip8"), |
|||
Shader.PropertyToID("_GaussianColorMip9"), |
|||
Shader.PropertyToID("_GaussianColorMip10"), |
|||
Shader.PropertyToID("_GaussianColorMip11"), |
|||
Shader.PropertyToID("_GaussianColorMip12"), |
|||
Shader.PropertyToID("_GaussianColorMip13"), |
|||
Shader.PropertyToID("_GaussianColorMip14"), |
|||
}; |
|||
public static readonly int _DepthPyramidMipSize = Shader.PropertyToID("_PyramidDepthMipSize"); |
|||
public static readonly int[] _DepthPyramidMips = |
|||
{ |
|||
Shader.PropertyToID("_DepthPyramidMip0"), |
|||
Shader.PropertyToID("_DepthPyramidMip1"), |
|||
Shader.PropertyToID("_DepthPyramidMip2"), |
|||
Shader.PropertyToID("_DepthPyramidMip3"), |
|||
Shader.PropertyToID("_DepthPyramidMip4"), |
|||
Shader.PropertyToID("_DepthPyramidMip5"), |
|||
Shader.PropertyToID("_DepthPyramidMip6"), |
|||
Shader.PropertyToID("_DepthPyramidMip7"), |
|||
Shader.PropertyToID("_DepthPyramidMip8"), |
|||
Shader.PropertyToID("_DepthPyramidMip9"), |
|||
Shader.PropertyToID("_DepthPyramidMip10"), |
|||
Shader.PropertyToID("_DepthPyramidMip11"), |
|||
Shader.PropertyToID("_DepthPyramidMip12"), |
|||
Shader.PropertyToID("_DepthPyramidMip13"), |
|||
Shader.PropertyToID("_DepthPyramidMip14"), |
|||
}; |
|||
public static readonly int _DebugFullScreenTexture = Shader.PropertyToID("_DebugFullScreenTexture"); |
|||
internal static readonly int _WorldScales = Shader.PropertyToID("_WorldScales"); |
|||
internal static readonly int _FilterKernels = Shader.PropertyToID("_FilterKernels"); |
|||
internal static readonly int _FilterKernelsBasic = Shader.PropertyToID("_FilterKernelsBasic"); |
|||
internal static readonly int _HalfRcpWeightedVariances = Shader.PropertyToID("_HalfRcpWeightedVariances"); |
|||
public static readonly int _WorldScales = Shader.PropertyToID("_WorldScales"); |
|||
public static readonly int _FilterKernels = Shader.PropertyToID("_FilterKernels"); |
|||
public static readonly int _FilterKernelsBasic = Shader.PropertyToID("_FilterKernelsBasic"); |
|||
public static readonly int _HalfRcpWeightedVariances = Shader.PropertyToID("_HalfRcpWeightedVariances"); |
|||
internal static readonly int _CameraPosDiff = Shader.PropertyToID("_CameraPosDiff"); |
|||
public static readonly int _CameraPosDiff = Shader.PropertyToID("_CameraPosDiff"); |
|||
internal static readonly int _CameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture"); |
|||
internal static readonly int _CameraMotionVectorsTexture = Shader.PropertyToID("_CameraMotionVectorsTexture"); |
|||
internal static readonly int _FullScreenDebugMode = Shader.PropertyToID("_FullScreenDebugMode"); |
|||
public static readonly int _CameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture"); |
|||
public static readonly int _CameraMotionVectorsTexture = Shader.PropertyToID("_CameraMotionVectorsTexture"); |
|||
public static readonly int _FullScreenDebugMode = Shader.PropertyToID("_FullScreenDebugMode"); |
|||
internal static readonly int _InputCubemap = Shader.PropertyToID("_InputCubemap"); |
|||
internal static readonly int _Mipmap = Shader.PropertyToID("_Mipmap"); |
|||
public static readonly int _InputCubemap = Shader.PropertyToID("_InputCubemap"); |
|||
public static readonly int _Mipmap = Shader.PropertyToID("_Mipmap"); |
|||
public static readonly int _MaxRadius = Shader.PropertyToID("_MaxRadius"); |
|||
public static readonly int _ShapeParam = Shader.PropertyToID("_ShapeParam"); |
|||
public static readonly int _StdDev1 = Shader.PropertyToID("_StdDev1"); |
|||
public static readonly int _StdDev2 = Shader.PropertyToID("_StdDev2"); |
|||
public static readonly int _LerpWeight = Shader.PropertyToID("_LerpWeight"); |
|||
public static readonly int _HalfRcpVarianceAndWeight1 = Shader.PropertyToID("_HalfRcpVarianceAndWeight1"); |
|||
public static readonly int _HalfRcpVarianceAndWeight2 = Shader.PropertyToID("_HalfRcpVarianceAndWeight2"); |
|||
public static readonly int _TransmissionTint = Shader.PropertyToID("_TransmissionTint"); |
|||
public static readonly int _ThicknessRemap = Shader.PropertyToID("_ThicknessRemap"); |
|||
internal static readonly int _MaxRadius = Shader.PropertyToID("_MaxRadius"); |
|||
internal static readonly int _ShapeParam = Shader.PropertyToID("_ShapeParam"); |
|||
internal static readonly int _StdDev1 = Shader.PropertyToID("_StdDev1"); |
|||
internal static readonly int _StdDev2 = Shader.PropertyToID("_StdDev2"); |
|||
internal static readonly int _LerpWeight = Shader.PropertyToID("_LerpWeight"); |
|||
internal static readonly int _HalfRcpVarianceAndWeight1 = Shader.PropertyToID("_HalfRcpVarianceAndWeight1"); |
|||
internal static readonly int _HalfRcpVarianceAndWeight2 = Shader.PropertyToID("_HalfRcpVarianceAndWeight2"); |
|||
internal static readonly int _TransmissionTint = Shader.PropertyToID("_TransmissionTint"); |
|||
internal static readonly int _ThicknessRemap = Shader.PropertyToID("_ThicknessRemap"); |
|||
public static readonly int _Cubemap = Shader.PropertyToID("_Cubemap"); |
|||
public static readonly int _SkyParam = Shader.PropertyToID("_SkyParam"); |
|||
public static readonly int _PixelCoordToViewDirWS = Shader.PropertyToID("_PixelCoordToViewDirWS"); |
|||
internal static readonly int _Cubemap = Shader.PropertyToID("_Cubemap"); |
|||
internal static readonly int _SkyParam = Shader.PropertyToID("_SkyParam"); |
|||
internal static readonly int _PixelCoordToViewDirWS = Shader.PropertyToID("_PixelCoordToViewDirWS"); |
|||
public static readonly int _GlobalFog_Extinction = Shader.PropertyToID("_GlobalFog_Extinction"); |
|||
public static readonly int _GlobalFog_Asymmetry = Shader.PropertyToID("_GlobalFog_Asymmetry"); |
|||
public static readonly int _GlobalFog_Scattering = Shader.PropertyToID("_GlobalFog_Scattering"); |
|||
internal static readonly int _GlobalFog_Extinction = Shader.PropertyToID("_GlobalFog_Extinction"); |
|||
internal static readonly int _GlobalFog_Asymmetry = Shader.PropertyToID("_GlobalFog_Asymmetry"); |
|||
internal static readonly int _GlobalFog_Scattering = Shader.PropertyToID("_GlobalFog_Scattering"); |
|||
public static readonly int _Size = Shader.PropertyToID("_Size"); |
|||
public static readonly int _Source4 = Shader.PropertyToID("_Source4"); |
|||
public static readonly int _Result1 = Shader.PropertyToID("_Result1"); |
|||
} |
|||
} |
|
|||
namespace UnityEngine.Experimental.Rendering.HDPipeline |
|||
{ |
|||
[DisallowMultipleComponent] |
|||
public class HDRISkySettings |
|||
: SkySettings |
|||
public class HDRISkySettings : SkySettings |
|||
|
|||
} |
|||
|
|||
public override int GetHashCode() |
|||
{ |
|||
int hash = base.GetHashCode(); |
|||
|
|||
unchecked |
|||
{ |
|||
hash = skyHDRI != null ? hash * 23 + skyHDRI.GetHashCode() : hash; |
|||
} |
|||
|
|||
return hash; |
|||
} |
|||
} |
|||
} |
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