Remy
7 年前
当前提交
619cd52e
共有 108 个文件被更改,包括 3306 次插入 和 2142 次删除
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987ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode.unity.png
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999ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation.unity.png
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13ScriptableRenderPipeline/Core/CoreRP/CoreUtils.cs
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90ScriptableRenderPipeline/Core/CoreRP/Editor/CoreEditorDrawers.cs
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56ScriptableRenderPipeline/Core/CoreRP/RTHandle.cs
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6ScriptableRenderPipeline/Core/CoreRP/Resources/GPUCopy.compute
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3ScriptableRenderPipeline/Core/CoreRP/Resources/GPUCopy.cs
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9ScriptableRenderPipeline/Core/CoreRP/Resources/GPUCopyAsset.cs
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50ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
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6ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/CommonLighting.hlsl
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6ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Debug.hlsl
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2ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/ImageBasedLighting.hlsl
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1ScriptableRenderPipeline/Core/CoreRP/Shadow/Shadow.cs
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2ScriptableRenderPipeline/Core/CoreRP/TextureCache.cs
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2ScriptableRenderPipeline/Core/package.json
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59ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
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34ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader
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46ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/MaterialDebug.cs
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10ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDCameraUI.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Decal/DecalMenuItems.cs
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94ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/EditorRenderPipelineResources/ReflectionProbesPreview.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDAssetFactory.cs
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62ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineMenuItems.cs
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14ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDLightEditor.cs
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16ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/Reflection/HDReflectionProbeUI.Drawers.cs
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8ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/Reflection/PlanarReflectionProbeUI.Drawers.cs
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Drawers.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/Reflection/Volume/ProxyVolumeUI.cs
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69ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/LayeredLit/LayeredLitUI.cs
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43ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/BaseLitUI.cs
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123ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/LitUI.cs
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14ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/FrameSettingsUI.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/LightLoopSettingsUI.cs
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119ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
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19ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.cs
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDUtils.cs
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26ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoopDef.hlsl
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoopSettings.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-clustered.compute
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19ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/PlanarReflectionProbeCache.cs
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/ProbeWrapper.cs
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20ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/ReflectionProbeCache.cs
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/ReflectionSystemInternal.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/HomogeneousFog.cs
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13ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/Resources/VolumetricLighting.compute
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.cs
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9ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DBufferManager.cs
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1ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.hlsl
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalUtilities.hlsl
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GBufferManager.cs
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1ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/RuntimeFilterIBL.cs
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11ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitData.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitDataDisplacement.hlsl
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11ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.cs
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50ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitData.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitDataDisplacement.hlsl
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitReference.hlsl
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader
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7ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/MaterialUtilities.hlsl
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
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26ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramid.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CopyDepthBuffer.shader
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10ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariables.hlsl
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19ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariablesMatrixDefsHDCamera.hlsl
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariablesMatrixDefsLegacyUnity.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyManager.cs
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8ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkyRenderingContext.cs
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4ScriptableRenderPipeline/HDRenderPipeline/package.json
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11ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineAsset.cs
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4ScriptableRenderPipeline/LightweightPipeline/package.json
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2ScriptableRenderPipeline/master-package.json
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2TestbedPipelines/BasicRenderPipeline/BasicRenderPipeline.cs
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5TestbedPipelines/OnTileDeferredPipeline/OnTileDeferredRenderPipeline.cs
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629Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode.unity
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5Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode/DoubleSideNormalTest.mat
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480Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie.unity
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6Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_CRT2.asset
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1Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/EditorPlayModeTests.asset
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1Tests/Scripts/Editor/Tests_Editor.asmdef
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13Tests/Scripts/GraphicTests/Framework/SetupSceneForRenderPipelineTest.cs
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40Tests/Scripts/GraphicTests/Framework/TestFrameworkTools.cs
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3Tests/Scripts/Tests.asmdef
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32build.py
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557ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie.unity.png
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83ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie.unity.png.meta
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167ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/GlobalIlluminationUtils.cs
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11ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/GlobalIlluminationUtils.cs.meta
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48Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_CRT3.asset
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_CRT3.asset.meta
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30Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/AdditionalTestSceneInfos.asset
987
ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode.unity.png
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999
ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation.unity.png
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|
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{ |
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"name": "com.unity.render-pipelines.core", |
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"version": "0.1.29", |
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"unity": "2018.1", |
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"com.unity.postprocessing": "0.1.8" |
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{ |
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"name": "com.unity.render-pipelines.high-definition", |
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"description": "HD Render Pipeline for Unity.", |
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"version": "0.1.28", |
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"version": "0.1.29", |
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"com.unity.render-pipelines.core": "0.1.28" |
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"com.unity.render-pipelines.core": "0.1.29" |
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{ |
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"description": "Lightweight Render Pipeline for Unity.", |
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"version": "0.1.28", |
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"version": "0.1.29", |
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|
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using UnityEngine.Experimental.GlobalIllumination; |
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using Unity.Collections; |
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|
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namespace UnityEngine.Experimental.Rendering.HDPipeline |
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{ |
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public class GlobalIlluminationUtils |
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{ |
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// Return true if the light must be added to the baking
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public static bool LightDataGIExtract(Light l, ref LightDataGI ld) |
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{ |
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var add = l.GetComponent<HDAdditionalLightData>(); |
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if (add == null) |
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{ |
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add = HDUtils.s_DefaultHDAdditionalLightData; |
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} |
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|
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// TODO: Only take into account the light dimmer when we have real time GI.
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ld.instanceID = l.GetInstanceID(); |
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ld.color = add.affectDiffuse ? LinearColor.Convert(l.color, l.intensity) : LinearColor.Black(); |
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ld.indirectColor = add.affectDiffuse ? LightmapperUtils.ExtractIndirect(l) : LinearColor.Black(); |
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#if UNITY_EDITOR
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ld.mode = LightmapperUtils.Extract(l.lightmapBakeType); |
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#else
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ld.mode = LightMode.Realtime; |
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#endif
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ld.shadow = (byte)(l.shadows != LightShadows.None ? 1 : 0); |
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|
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if (add.lightTypeExtent == LightTypeExtent.Punctual) |
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{ |
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switch (l.type) |
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{ |
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case LightType.Directional: |
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ld.orientation.SetLookRotation(l.transform.forward, Vector3.up); |
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ld.position = Vector3.zero; |
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ld.range = 0.0f; |
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ld.coneAngle = 0.0f; |
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ld.innerConeAngle = 0.0f; |
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#if UNITY_EDITOR
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ld.shape0 = l.shadows != LightShadows.None ? (Mathf.Deg2Rad * l.shadowAngle) : 0.0f; |
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#else
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ld.shape0 = 0.0f; |
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#endif
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ld.shape1 = 0.0f; |
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ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Directional; |
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ld.falloff = FalloffType.Undefined; |
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break; |
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|
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case LightType.Spot: |
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|
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ld.orientation = l.transform.rotation; |
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ld.position = l.transform.position; |
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ld.range = l.range; |
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ld.coneAngle = l.spotAngle * Mathf.Deg2Rad; // coneAngle is the full angle
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ld.innerConeAngle = l.spotAngle * Mathf.Deg2Rad * add.GetInnerSpotPercent01(); |
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#if UNITY_EDITOR
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ld.shape0 = l.shadows != LightShadows.None ? l.shadowRadius : 0.0f; |
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#else
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ld.shape0 = 0.0f; |
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#endif
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ld.shape1 = 0.0f; |
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ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Spot; |
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ld.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation; |
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|
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/* |
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switch (add.spotLightShape) |
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{ |
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case SpotLightShape.Cone: |
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break; |
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case SpotLightShape.Pyramid: |
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break; |
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case SpotLightShape.Box: |
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break; |
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default: |
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Debug.Assert(false, "Encountered an unknown SpotLightShape."); |
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break; |
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} |
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*/ |
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break; |
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|
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case LightType.Point: |
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ld.orientation = Quaternion.identity; |
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ld.position = l.transform.position; |
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ld.range = l.range; |
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ld.coneAngle = 0.0f; |
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ld.innerConeAngle = 0.0f; |
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|
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#if UNITY_EDITOR
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ld.shape0 = l.shadows != LightShadows.None ? l.shadowRadius : 0.0f; |
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#else
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ld.shape0 = 0.0f; |
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#endif
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ld.shape1 = 0.0f; |
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ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Point; |
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ld.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation; |
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break; |
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|
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// Note: We don't support this type in HDRP, but ini just in case
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case LightType.Area: |
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ld.orientation = l.transform.rotation; |
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ld.position = l.transform.position; |
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ld.range = l.range; |
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ld.coneAngle = 0.0f; |
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ld.innerConeAngle = 0.0f; |
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#if UNITY_EDITOR
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ld.shape0 = l.areaSize.x; |
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ld.shape1 = l.areaSize.y; |
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#else
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ld.shape0 = 0.0f; |
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ld.shape1 = 0.0f; |
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#endif
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ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Rectangle; |
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ld.falloff = FalloffType.Undefined; |
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break; |
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|
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default: |
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Debug.Assert(false, "Encountered an unknown LightType."); |
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break; |
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} |
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} |
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else if (add.lightTypeExtent == LightTypeExtent.Rectangle) |
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{ |
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ld.orientation = l.transform.rotation; |
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ld.position = l.transform.position; |
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ld.range = l.range; |
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ld.coneAngle = 0.0f; |
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ld.innerConeAngle = 0.0f; |
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#if UNITY_EDITOR
|
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ld.shape0 = l.areaSize.x; |
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ld.shape1 = l.areaSize.y; |
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#else
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ld.shape0 = 0.0f; |
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ld.shape1 = 0.0f; |
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#endif
|
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// TEMP: for now, if we bake a rectangle type this will disable the light for runtime, need to speak with GI team about it!
|
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// ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Rectangle;
|
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ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Point; |
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ld.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation; |
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} |
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else if (add.lightTypeExtent == LightTypeExtent.Line) |
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{ |
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|
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} |
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else |
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{ |
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Debug.Assert(false, "Encountered an unknown LightType."); |
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} |
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|
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return true; |
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} |
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|
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static public Lightmapping.RequestLightsDelegate hdLightsDelegate = (Light[] requests, NativeArray<LightDataGI> lightsOutput) => |
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{ |
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// Get all lights in the scene
|
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LightDataGI ld = new LightDataGI(); |
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for (int i = 0; i < requests.Length; i++) |
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{ |
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Light l = requests[i]; |
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LightDataGIExtract(l, ref ld); |
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lightsOutput[i] = ld; |
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} |
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}; |
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} |
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} |
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- name: 1102 |
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comment: Waiting for negative values in BC6H. |
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- name: 1103 |
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comment: Waiting for negative values in BC6H. |
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- name: 1206 |
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comment: Waiting for negative values in BC6H. |
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- name: 1302 |
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comment: Open the scene and apply the correct pipeline. |
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- name: 1303 |
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comment: Open the scene and apply the correct pipeline. |
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- name: 2203 |
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comment: Scene not finished for the moment. |
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- name: 2301 |
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comment: Shadow must be fixed. |
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- name: 2004 |
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comment: No animated cookie on point light. |
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