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Merge remote-tracking branch 'origin/master' into HDRP_GraphicTests

/main
Remy 6 年前
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6252406b
共有 7 个文件被更改,包括 42 次插入31 次删除
  1. 10
      ScriptableRenderPipeline/Core/CoreRP/Editor/com.unity.render-pipelines.core.Editor.asmdef
  2. 3
      ScriptableRenderPipeline/Core/CoreRP/com.unity.render-pipelines.core.Runtime.asmdef
  3. 14
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/com.unity.render-pipelines.high-definition.Editor.asmdef
  4. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/com.unity.render-pipelines.high-definition.Runtime.asmdef
  5. 14
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/com.unity.render-pipelines.lightweight.Editor.asmdef
  6. 16
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Core.hlsl
  7. 8
      ScriptableRenderPipeline/LightweightPipeline/LWRP/com.unity.render-pipelines.lightweight.Runtime.asmdef

10
ScriptableRenderPipeline/Core/CoreRP/Editor/com.unity.render-pipelines.core.Editor.asmdef


{
"name": "com.unity.render-pipelines.core.Editor",
"references": [
"com.unity.render-pipelines.core.Runtime",
"com.unity.postprocessing.Runtime",
"com.unity.postprocessing.Editor"
"com.unity.render-pipelines.core.Runtime",
"com.unity.postprocessing.Runtime",
"com.unity.postprocessing.Editor"
"optionalUnityReferences": [],
"excludePlatforms": []
"excludePlatforms": [],
"allowUnsafeCode": true
}

3
ScriptableRenderPipeline/Core/CoreRP/com.unity.render-pipelines.core.Runtime.asmdef


],
"optionalUnityReferences": [],
"includePlatforms": [],
"excludePlatforms": []
"excludePlatforms": [],
"allowUnsafeCode": true
}

14
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/com.unity.render-pipelines.high-definition.Editor.asmdef


{
"name": "com.unity.render-pipelines.high-defintion.Editor",
"references": [
"com.unity.render-pipelines.core.Runtime",
"com.unity.render-pipelines.core.Editor",
"com.unity.render-pipelines.high-definition.Runtime",
"com.unity.postprocessing.Runtime",
"com.unity.postprocessing.Editor"
"com.unity.render-pipelines.core.Runtime",
"com.unity.render-pipelines.core.Editor",
"com.unity.render-pipelines.high-definition.Runtime",
"com.unity.postprocessing.Runtime",
"com.unity.postprocessing.Editor"
"optionalUnityReferences": [],
"excludePlatforms": []
"excludePlatforms": [],
"allowUnsafeCode": true
}

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/com.unity.render-pipelines.high-definition.Runtime.asmdef


{
"name": "com.unity.render-pipelines.high-definition.Runtime",
"references": [
"com.unity.render-pipelines.core.Runtime",
"com.unity.postprocessing.Runtime"
"com.unity.render-pipelines.core.Runtime",
"com.unity.postprocessing.Runtime"
"optionalUnityReferences": [],
"excludePlatforms": []
"excludePlatforms": [],
"allowUnsafeCode": true
}

14
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/com.unity.render-pipelines.lightweight.Editor.asmdef


{
"name": "com.unity.render-pipelines.lightweight.Editor",
"references": [
"com.unity.render-pipelines.core.Runtime",
"com.unity.render-pipelines.core.Editor",
"com.unity.render-pipelines.lightweight.Runtime",
"com.unity.postprocessing.Runtime",
"com.unity.postprocessing.Editor"
"com.unity.render-pipelines.core.Runtime",
"com.unity.render-pipelines.core.Editor",
"com.unity.render-pipelines.lightweight.Runtime",
"com.unity.postprocessing.Runtime",
"com.unity.postprocessing.Editor"
"optionalUnityReferences": [],
"excludePlatforms": []
"excludePlatforms": [],
"allowUnsafeCode": true
}

16
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Core.hlsl


#define OUTPUT_NORMAL(IN, OUT) OUT.normal = TransformObjectToWorldNormal(IN.normal)
#endif
#if defined(UNITY_REVERSED_Z)
#if UNITY_REVERSED_Z == 1
//D3d with reversed Z => z clip range is [near, 0] -> remapping to [0, far]
//max is required to protect ourselves from near plane not being correct/meaningfull in case of oblique matrices.
#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) max(((1.0-(coord)/_ProjectionParams.y)*_ProjectionParams.z),0)
#else
//GL with reversed z => z clip range is [near, -far] -> should remap in theory but dont do it in practice to save some perf (range is close enough)
#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) max(-(coord), 0)
#if UNITY_REVERSED_Z
#if SHADER_API_OPENGL || SHADER_API_GLES || SHADER_API_GLES3
//GL with reversed z => z clip range is [near, -far] -> should remap in theory but dont do it in practice to save some perf (range is close enough)
#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) max(-(coord), 0)
#else
//D3d with reversed Z => z clip range is [near, 0] -> remapping to [0, far]
//max is required to protect ourselves from near plane not being correct/meaningfull in case of oblique matrices.
#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) max(((1.0-(coord)/_ProjectionParams.y)*_ProjectionParams.z),0)
#endif
#elif UNITY_UV_STARTS_AT_TOP
//D3d without reversed z => z clip range is [0, far] -> nothing to do

8
ScriptableRenderPipeline/LightweightPipeline/LWRP/com.unity.render-pipelines.lightweight.Runtime.asmdef


{
"name": "com.unity.render-pipelines.lightweight.Runtime",
"references": [
"com.unity.render-pipelines.core.Runtime",
"com.unity.postprocessing.Runtime"
"com.unity.render-pipelines.core.Runtime",
"com.unity.postprocessing.Runtime"
"optionalUnityReferences": [],
"excludePlatforms": []
"excludePlatforms": [],
"allowUnsafeCode": true
}
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