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Merged master.

/RenderPassXR_Sandbox
Felipe Lira 7 年前
当前提交
62e3c403
共有 93 个文件被更改,包括 435 次插入193 次删除
  1. 11
      Assets/ScriptableRenderPipeline/Core/ShaderLibrary/Common.hlsl
  2. 4
      Assets/ScriptableRenderPipeline/Core/ShadowIncludes.inl
  3. 12
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  4. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Deferred.compute
  5. 12
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  6. 5
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.compute
  7. 3
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.shader
  8. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs
  9. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl
  10. 28
      Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs
  11. 3
      Assets/TestbedPipelines/BasicRenderPipeline/BasicRenderPipelineShader.shader.meta
  12. 13
      Assets/TestbedPipelines/BasicRenderPipeline/BasicRenderPipeline.cs
  13. 14
      Assets/TestbedPipelines/OnTileDeferredPipeline/Shaders/LightingTemplate.hlsl
  14. 12
      Assets/TestbedPipelines/OnTileDeferredPipeline/Shaders.meta
  15. 14
      Assets/TestbedPipelines/OnTileDeferredPipeline/OnTileDeferredRenderPipeline.cs
  16. 30
      Assets/TestbedPipelines/Fptl/FptlLighting.cs
  17. 14
      Assets/TestbedPipelines/Fptl/LightingTemplate.hlsl
  18. 10
      Assets/TestbedPipelines.meta
  19. 3
      Assets/TestbedPipelines/BasicRenderPipeline.meta
  20. 3
      Assets/TestbedPipelines/Fptl.meta
  21. 10
      Assets/TestbedPipelines/Fptl/FinalPass.shader.meta
  22. 10
      Assets/TestbedPipelines/Fptl/Internal-DeferredComputeShading.compute.meta
  23. 10
      Assets/TestbedPipelines/Fptl/Internal-DeferredReflections.shader.meta
  24. 10
      Assets/TestbedPipelines/Fptl/Internal-DeferredShading.shader.meta
  25. 10
      Assets/TestbedPipelines/Fptl/LightBoundsDebug.shader.meta
  26. 10
      Assets/TestbedPipelines/Fptl/LightDefinitions.cs.hlsl.meta
  27. 10
      Assets/TestbedPipelines/Fptl/LightingConvexHullUtils.hlsl.meta
  28. 10
      Assets/TestbedPipelines/Fptl/LightingTemplate.hlsl.meta
  29. 10
      Assets/TestbedPipelines/Fptl/LightingUtils.hlsl.meta
  30. 10
      Assets/TestbedPipelines/Fptl/ReflectionTemplate.hlsl.meta
  31. 10
      Assets/TestbedPipelines/Fptl/RegularForwardLightingTemplate.hlsl.meta
  32. 10
      Assets/TestbedPipelines/Fptl/RegularForwardLightingUtils.hlsl.meta
  33. 10
      Assets/TestbedPipelines/Fptl/RegularForwardReflectionTemplate.hlsl.meta
  34. 10
      Assets/TestbedPipelines/Fptl/ShadowContext.hlsl.meta
  35. 10
      Assets/TestbedPipelines/Fptl/ShadowDispatch.hlsl.meta
  36. 10
      Assets/TestbedPipelines/Fptl/SortingComputeUtils.hlsl.meta
  37. 10
      Assets/TestbedPipelines/Fptl/StandardTest.shader.meta
  38. 10
      Assets/TestbedPipelines/Fptl/TiledLightingTemplate.hlsl.meta
  39. 10
      Assets/TestbedPipelines/Fptl/TiledLightingUtils.hlsl.meta
  40. 10
      Assets/TestbedPipelines/Fptl/TiledReflectionTemplate.hlsl.meta
  41. 10
      Assets/TestbedPipelines/Fptl/UnityStandardForwardNew.cginc.meta
  42. 10
      Assets/TestbedPipelines/Fptl/lightlistbuild-bigtile.compute.meta
  43. 10
      Assets/TestbedPipelines/Fptl/lightlistbuild-clustered.compute.meta
  44. 10
      Assets/TestbedPipelines/Fptl/lightlistbuild.compute.meta
  45. 10
      Assets/TestbedPipelines/Fptl/scrbound.compute.meta
  46. 3
      Assets/TestbedPipelines/OnTileDeferredPipeline.meta
  47. 75
      Assets/TestbedPipelines/OnTileDeferredPipeline/LightVolumes/Materials/No Name.mat
  48. 9
      Assets/ScriptableRenderPipeline/BasicRenderPipeline.meta
  49. 9
      Assets/ScriptableRenderPipeline/Fptl.meta
  50. 9
      Assets/ScriptableRenderPipeline/OnTileDeferredPipeline.meta
  51. 75
      Assets/TestbedPipelines/OnTileDeferredPipeline/LightVolumes/Materials/No Name.mat
  52. 0
      /Assets/TestbedPipelines/BasicRenderPipeline
  53. 0
      /Assets/TestbedPipelines/OnTileDeferredPipeline
  54. 0
      /Assets/TestbedPipelines/Fptl/SkyboxHelper.cs.meta
  55. 0
      /Assets/TestbedPipelines/Fptl/SkyboxHelper.cs
  56. 0
      /Assets/TestbedPipelines/Fptl/ShaderBase.h.meta
  57. 0
      /Assets/TestbedPipelines/Fptl/ShaderBase.h
  58. 0
      /Assets/TestbedPipelines/Fptl/UnityStandardForwardNew.cginc
  59. 0
      /Assets/TestbedPipelines/Fptl/TiledReflectionTemplate.hlsl
  60. 0
      /Assets/TestbedPipelines/Fptl/TiledLightingUtils.hlsl
  61. 0
      /Assets/TestbedPipelines/Fptl/TiledLightingTemplate.hlsl
  62. 0
      /Assets/TestbedPipelines/Fptl/StandardTest.shader
  63. 0
      /Assets/TestbedPipelines/Fptl/SortingComputeUtils.hlsl
  64. 0
      /Assets/TestbedPipelines/Fptl/ShadowContext.hlsl
  65. 0
      /Assets/TestbedPipelines/Fptl/RegularForwardReflectionTemplate.hlsl
  66. 0
      /Assets/TestbedPipelines/Fptl/RegularForwardLightingUtils.hlsl
  67. 0
      /Assets/TestbedPipelines/Fptl/RegularForwardLightingTemplate.hlsl
  68. 0
      /Assets/TestbedPipelines/Fptl/ReflectionTemplate.hlsl
  69. 0
      /Assets/TestbedPipelines/Fptl/LightDefinitions.cs.meta
  70. 0
      /Assets/TestbedPipelines/Fptl/LightDefinitions.cs
  71. 0
      /Assets/TestbedPipelines/Fptl/LightBoundsDebug.shader
  72. 0
      /Assets/TestbedPipelines/Fptl/Internal-DeferredShading.shader
  73. 0
      /Assets/TestbedPipelines/Fptl/Internal-DeferredReflections.shader
  74. 0
      /Assets/TestbedPipelines/Fptl/Internal-DeferredComputeShading.compute
  75. 0
      /Assets/TestbedPipelines/Fptl/FptlLighting.cs.meta
  76. 0
      /Assets/TestbedPipelines/Fptl/FinalPass.shader
  77. 0
      /Assets/TestbedPipelines/Fptl/FPTLRenderPipeline.asset.meta
  78. 0
      /Assets/TestbedPipelines/Fptl/FPTLRenderPipeline.asset
  79. 0
      /Assets/TestbedPipelines/Fptl/ClusteredUtils.h.meta
  80. 0
      /Assets/TestbedPipelines/Fptl/ClusteredUtils.h
  81. 0
      /Assets/TestbedPipelines/Fptl/FptlLighting.cs
  82. 0
      /Assets/TestbedPipelines/Fptl/LightDefinitions.cs.hlsl
  83. 0
      /Assets/TestbedPipelines/Fptl/LightingConvexHullUtils.hlsl
  84. 0
      /Assets/TestbedPipelines/Fptl/LightingUtils.hlsl
  85. 0
      /Assets/TestbedPipelines/Fptl/ShadowDispatch.hlsl
  86. 0
      /Assets/TestbedPipelines/Fptl/lightlistbuild-bigtile.compute
  87. 0
      /Assets/TestbedPipelines/Fptl/lightlistbuild-clustered.compute
  88. 0
      /Assets/TestbedPipelines/Fptl/lightlistbuild.compute
  89. 0
      /Assets/TestbedPipelines/Fptl/scrbound.compute
  90. 0
      /Assets/TestbedPipelines/Fptl/LightingTemplate.hlsl

11
Assets/ScriptableRenderPipeline/Core/ShaderLibrary/Common.hlsl


return positionVS.xyz / positionVS.w;
}
float3 ComputeWorldSpacePosition(float2 positionSS, float depthRaw, float4x4 invViewProjMatrix)
{
float4 positionCS = ComputeClipSpacePosition(positionSS, depthRaw);
float4 hpositionWS = mul(invViewProjMatrix, positionCS);
return hpositionWS.xyz / hpositionWS.w;
}
// From deferred or compute shader
// depth must be the depth from the raw depth buffer. This allow to handle all kind of depth automatically with the inverse view projection matrix.
// For information. In Unity Depth is always in range 0..1 (even on OpenGL) but can be reversed.

float4 positionCS = ComputeClipSpacePosition(posInput.positionSS, depthRaw);
float4 hpositionWS = mul(invViewProjMatrix, positionCS);
posInput.positionWS = hpositionWS.xyz / hpositionWS.w;
posInput.positionWS = ComputeWorldSpacePosition(posInput.positionSS, depthRaw, invViewProjMatrix);
// The compiler should optimize this (less expensive than reconstruct depth VS from depth buffer)
posInput.depthVS = mul(viewProjMatrix, float4(posInput.positionWS, 1.0)).w;

4
Assets/ScriptableRenderPipeline/Core/ShadowIncludes.inl


# ifdef SHADOW_TILEPASS
# include "HDRenderPipeline/Lighting/TilePass/ShadowContext.hlsl"
# elif defined( SHADOW_FPTL )
# include "fptl/ShadowContext.hlsl"
# include "../../TestbedPipelines/fptl/ShadowContext.hlsl"
# else
# error "No valid path to the shadow context has been given."
# endif

# ifdef SHADOW_TILEPASS
# include "HDRenderPipeline/Lighting/TilePass/ShadowDispatch.hlsl"
# elif defined( SHADOW_FPTL )
# include "fptl/ShadowDispatch.hlsl"
# include "../../TestbedPipelines/fptl/ShadowDispatch.hlsl"
# else
// It's ok not to have a dispatcher include as it only acts as an override
# endif

12
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


renderContext.ExecuteCommandBuffer(cmd);
cmd.Clear();
var settings = new DrawRendererSettings(cull, camera, new ShaderPassName(passName))
var drawSettings = new DrawRendererSettings(camera, new ShaderPassName(passName))
settings.inputFilter.SetQueuesOpaque();
renderContext.DrawRenderers(ref settings);
var filterSettings = new FilterRenderersSettings(true) {renderQueueRange = RenderQueueRange.opaque};
renderContext.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings);
}
void RenderTransparentRenderList(CullResults cull, Camera camera, ScriptableRenderContext renderContext, CommandBuffer cmd, string passName, RendererConfiguration rendererConfiguration = 0)

renderContext.ExecuteCommandBuffer(cmd);
cmd.Clear();
var settings = new DrawRendererSettings(cull, camera, new ShaderPassName(passName))
var drawSettings = new DrawRendererSettings(camera, new ShaderPassName(passName))
settings.inputFilter.SetQueuesTransparent();
renderContext.DrawRenderers(ref settings);
var filterSettings = new FilterRenderersSettings(true) {renderQueueRange = RenderQueueRange.transparent};
renderContext.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings);
}
void RenderDepthPrepass(CullResults cull, Camera camera, ScriptableRenderContext renderContext, CommandBuffer cmd)

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Deferred.compute


// deferred material must replace the old one here. If in the future we want to support multiple layout (cause a lot of consistency problem),
// the deferred shader will require to use multicompile.
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
#include "../../ShaderConfig.cs.hlsl"
#include "../../ShaderVariables.hlsl"
#include "../../Lighting/Lighting.hlsl" // This include Material.hlsl

12
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


bool performPostScatterTexturing = IsBitSet(_TexturingModeFlags, subsurfaceProfile);
bool enableSssAndTransmission = true;
enableSssAndTransmission = false;
#elif (SSS_PASS == 0)
enableSssAndTransmission = _EnableSSSAndTransmission != 0;
bool enableSssAndTransmission = false;
#elif defined(SHADERPASS) && (SHADERPASS == SHADERPASS_SUBSURFACE_SCATTERING)
bool enableSssAndTransmission = true;
#else
bool enableSssAndTransmission = _EnableSSSAndTransmission != 0;
#endif
if (enableSssAndTransmission) // If we globally disable SSS effect, don't modify diffuseColor

{
#ifndef SSS_PASS
#if !defined(SHADERPASS) || (SHADERPASS != SHADERPASS_SUBSURFACE_SCATTERING)
bsdfData.diffuseColor = float3(1.0, 1.0, 1.0);
#endif
}

5
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.compute


// ===================== Performs integration of the Disney BSSRDF over a disk =====================
// =============== Convolves transmitted radiance with the Disney diffusion profile ================
//--------------------------------------------------------------------------------------------------
// Definitions

#define SSS_DEBUG_NORMAL_VS 0
// Do not modify these.
#define SSS_PASS 1
#include "../../../ShaderPass/ShaderPass.cs.hlsl"
#define SHADERPASS SHADERPASS_SUBSURFACE_SCATTERING
#define MILLIMETERS_PER_METER 1000
#define CENTIMETERS_PER_METER 100
#define GROUP_SIZE_1D 16

3
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.shader


#pragma multi_compile _ SSS_FILTER_HORIZONTAL_AND_COMBINE
// Do not modify these.
#define SSS_PASS 1
#include "../../../ShaderPass/ShaderPass.cs.hlsl"
#define SHADERPASS SHADERPASS_SUBSURFACE_SCATTERING
#define MILLIMETERS_PER_METER 1000
#define CENTIMETERS_PER_METER 100

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs


Velocity,
Distortion,
LightTransport,
Shadows
Shadows,
SubsurfaceScattering,
VolumetricLighting
}
}

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl


#define SHADERPASS_DISTORTION (5)
#define SHADERPASS_LIGHT_TRANSPORT (6)
#define SHADERPASS_SHADOWS (7)
#define SHADERPASS_SUBSURFACE_SCATTERING (8)
#define SHADERPASS_VOLUMETRIC_LIGHTING (9)
#endif

28
Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs


BeginForwardRendering(ref context, stereoEnabled);
// Render Opaques
var litSettings = new DrawRendererSettings(m_CullResults, m_CurrCamera, m_LitPassName);
litSettings.sorting.flags = SortFlags.CommonOpaque;
litSettings.inputFilter.SetQueuesOpaque();
litSettings.rendererConfiguration = configuration;
var litDrawSettings = new DrawRendererSettings(m_CurrCamera, m_LitPassName);
litDrawSettings.sorting.flags = SortFlags.CommonOpaque;
litDrawSettings.rendererConfiguration = configuration;
var unlitSettings = new DrawRendererSettings(m_CullResults, m_CurrCamera, m_UnlitPassName);
unlitSettings.sorting.flags = SortFlags.CommonTransparent;
unlitSettings.inputFilter.SetQueuesTransparent();
var unlitDrawSettings = new DrawRendererSettings(m_CurrCamera, m_UnlitPassName);
unlitDrawSettings.sorting.flags = SortFlags.CommonTransparent;
context.DrawRenderers(ref litSettings);
// Render Opaques
var opaqueFilterSettings = new FilterRenderersSettings(true) {renderQueueRange = RenderQueueRange.opaque};
context.DrawRenderers(m_CullResults.visibleRenderers, ref litDrawSettings, opaqueFilterSettings);
litSettings.sorting.flags = SortFlags.CommonTransparent;
litSettings.inputFilter.SetQueuesTransparent();
var transparentFilterSettings = new FilterRenderersSettings(true) {renderQueueRange = RenderQueueRange.transparent};
context.DrawRenderers(ref litSettings);
context.DrawRenderers(ref unlitSettings);
litDrawSettings.sorting.flags = SortFlags.CommonTransparent;
context.DrawRenderers(m_CullResults.visibleRenderers, ref litDrawSettings, transparentFilterSettings);
context.DrawRenderers(m_CullResults.visibleRenderers, ref unlitDrawSettings, transparentFilterSettings);
if (postProcessEnabled)
RenderPostProcess(ref context, postProcessLayer);

else if (!postProcessing)
cmd.Blit(BuiltinRenderTextureType.CurrentActive, BuiltinRenderTextureType.CameraTarget);
cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget);
cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}

3
Assets/TestbedPipelines/BasicRenderPipeline/BasicRenderPipelineShader.shader.meta


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13
Assets/TestbedPipelines/BasicRenderPipeline/BasicRenderPipeline.cs


SetupLightShaderVariables(cull.visibleLights, context);
// Draw opaque objects using BasicPass shader pass
var settings = new DrawRendererSettings(cull, camera, new ShaderPassName("BasicPass"));
settings.sorting.flags = SortFlags.CommonOpaque;
settings.inputFilter.SetQueuesOpaque();
context.DrawRenderers(ref settings);
var drawSettings = new DrawRendererSettings(camera, new ShaderPassName("BasicPass")) { sorting = { flags = SortFlags.CommonOpaque } };
var filterSettings = new FilterRenderersSettings(true) { renderQueueRange = RenderQueueRange.opaque };
context.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings);
settings.sorting.flags = SortFlags.CommonTransparent;
settings.inputFilter.SetQueuesTransparent();
context.DrawRenderers(ref settings);
drawSettings.sorting.flags = SortFlags.CommonTransparent;
filterSettings.renderQueueRange = RenderQueueRange.transparent;
context.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings);
if (useIntermediateBlitPath)
{

14
Assets/TestbedPipelines/OnTileDeferredPipeline/Shaders/LightingTemplate.hlsl


#define SHADOW_FPTL
# if defined(SHADER_API_D3D11)
# include "../../Core/ShaderLibrary/API/D3D11.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11.hlsl"
# include "../../Core/ShaderLibrary/API/PSSL.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/PSSL.hlsl"
# include "../../Core/ShaderLibrary/API/D3D11.hlsl"
# include "../../Core/ShaderLibrary/API/D3D11_1.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11_1.hlsl"
# include "../../Core/ShaderLibrary/API/Metal.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/Metal.hlsl"
# include "../../Core/ShaderLibrary/API/Validate.hlsl"
# include "../../Core/ShaderLibrary/Shadow/Shadow.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/Validate.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/Shadow/Shadow.hlsl"
#undef SHADOW_FPTL
UNITY_DECLARE_DEPTH_TEXTURE(_CameraGBufferZ);

12
Assets/TestbedPipelines/OnTileDeferredPipeline/Shaders.meta


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14
Assets/TestbedPipelines/OnTileDeferredPipeline/OnTileDeferredRenderPipeline.cs


loop.ExecuteCommandBuffer (cmd);
// render opaque objects using Deferred pass
var settings = new DrawRendererSettings (cullResults, camera, new ShaderPassName ("Deferred")) {
var drawSettings = new DrawRendererSettings (camera, new ShaderPassName ("Deferred")) {
settings.inputFilter.SetQueuesOpaque ();
loop.DrawRenderers (ref settings);
var filterSettings = new FilterRenderersSettings(true) {renderQueueRange = RenderQueueRange.opaque};
loop.DrawRenderers (cullResults.visibleRenderers, ref drawSettings, filterSettings);
}
}

SetupLightShaderVariables (cullResults, camera, loop, cmd);
loop.ExecuteCommandBuffer(cmd);
var settings = new DrawRendererSettings(cullResults, camera, new ShaderPassName("ForwardSinglePass"))
var settings = new DrawRendererSettings(camera, new ShaderPassName("ForwardSinglePass"))
settings.inputFilter.SetQueuesTransparent();
loop.DrawRenderers (ref settings);
var filterSettings = new FilterRenderersSettings(true) {renderQueueRange = RenderQueueRange.transparent};
loop.DrawRenderers (cullResults.visibleRenderers, ref settings, filterSettings);
}
}

30
Assets/TestbedPipelines/Fptl/FptlLighting.cs


CommandBufferPool.Release(cmd);
// render opaque objects using Deferred pass
var settings = new DrawRendererSettings(cull, camera, new ShaderPassName("Deferred"))
var drawSettings = new DrawRendererSettings(camera, new ShaderPassName("Deferred"))
rendererConfiguration = RendererConfiguration.PerObjectLightmaps
//@TODO: need to get light probes + LPPV too?
rendererConfiguration = RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe
//@TODO: need to get light probes + LPPV too?
settings.inputFilter.SetQueuesOpaque();
settings.rendererConfiguration = RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe;
loop.DrawRenderers(ref settings);
var filterSettings = new FilterRenderersSettings(true){renderQueueRange = RenderQueueRange.opaque};
loop.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings);
}
void RenderForward(CullResults cull, Camera camera, ScriptableRenderContext loop, bool opaquesOnly)

// render opaque objects using Deferred pass
var settings = new DrawRendererSettings(cull, camera, new ShaderPassName("ForwardSinglePass"))
var drawSettings = new DrawRendererSettings(camera, new ShaderPassName("ForwardSinglePass"))
sorting = { flags = SortFlags.CommonOpaque }
sorting = { flags = SortFlags.CommonOpaque },
rendererConfiguration = RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe
settings.rendererConfiguration = RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe;
if (opaquesOnly) settings.inputFilter.SetQueuesOpaque();
else settings.inputFilter.SetQueuesTransparent();
var filterSettings = new FilterRenderersSettings(true) { renderQueueRange = opaquesOnly ? RenderQueueRange.opaque : RenderQueueRange.transparent };
loop.DrawRenderers(ref settings);
loop.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings);
}
static void DepthOnlyForForwardOpaques(CullResults cull, Camera camera, ScriptableRenderContext loop)

CommandBufferPool.Release(cmd);
// render opaque objects using Deferred pass
var settings = new DrawRendererSettings(cull, camera, new ShaderPassName("DepthOnly"))
var drawSettings = new DrawRendererSettings(camera, new ShaderPassName("DepthOnly"))
settings.inputFilter.SetQueuesOpaque();
loop.DrawRenderers(ref settings);
var filterSettings = new FilterRenderersSettings(true) {};
filterSettings.renderQueueRange = RenderQueueRange.opaque;
loop.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings);
}
bool usingFptl

14
Assets/TestbedPipelines/Fptl/LightingTemplate.hlsl


#define SHADOW_FPTL
# if defined(SHADER_API_D3D11)
# include "../Core/ShaderLibrary/API/D3D11.hlsl"
# include "../../ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11.hlsl"
# include "../Core/ShaderLibrary/API/PSSL.hlsl"
# include "../../ScriptableRenderPipeline/Core/ShaderLibrary/API/PSSL.hlsl"
# include "../Core/ShaderLibrary/API/D3D11.hlsl"
# include "../Core/ShaderLibrary/API/D3D11_1.hlsl"
# include "../../ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11.hlsl"
# include "../../ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11_1.hlsl"
# include "../Core/ShaderLibrary/API/Metal.hlsl"
# include "../../ScriptableRenderPipeline/Core/ShaderLibrary/API/Metal.hlsl"
# include "../Core/ShaderLibrary/API/Validate.hlsl"
# include "../Core/ShaderLibrary/Shadow/Shadow.hlsl"
# include "../../ScriptableRenderPipeline/Core/ShaderLibrary/API/Validate.hlsl"
# include "../../ScriptableRenderPipeline/Core/ShaderLibrary/Shadow/Shadow.hlsl"
#undef SHADOW_FPTL
CBUFFER_START(ShadowLightData)

10
Assets/TestbedPipelines.meta


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Assets/TestbedPipelines/BasicRenderPipeline.meta


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Assets/TestbedPipelines/Fptl.meta


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Assets/TestbedPipelines/Fptl/FinalPass.shader.meta


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Assets/TestbedPipelines/Fptl/Internal-DeferredComputeShading.compute.meta


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/Assets/ScriptableRenderPipeline/BasicRenderPipeline → /Assets/TestbedPipelines/BasicRenderPipeline

/Assets/ScriptableRenderPipeline/OnTileDeferredPipeline → /Assets/TestbedPipelines/OnTileDeferredPipeline

/Assets/ScriptableRenderPipeline/Fptl/SkyboxHelper.cs.meta → /Assets/TestbedPipelines/Fptl/SkyboxHelper.cs.meta

/Assets/ScriptableRenderPipeline/Fptl/SkyboxHelper.cs → /Assets/TestbedPipelines/Fptl/SkyboxHelper.cs

/Assets/ScriptableRenderPipeline/Fptl/ShaderBase.h.meta → /Assets/TestbedPipelines/Fptl/ShaderBase.h.meta

/Assets/ScriptableRenderPipeline/Fptl/ShaderBase.h → /Assets/TestbedPipelines/Fptl/ShaderBase.h

/Assets/ScriptableRenderPipeline/Fptl/UnityStandardForwardNew.cginc → /Assets/TestbedPipelines/Fptl/UnityStandardForwardNew.cginc

/Assets/ScriptableRenderPipeline/Fptl/TiledReflectionTemplate.hlsl → /Assets/TestbedPipelines/Fptl/TiledReflectionTemplate.hlsl

/Assets/ScriptableRenderPipeline/Fptl/TiledLightingUtils.hlsl → /Assets/TestbedPipelines/Fptl/TiledLightingUtils.hlsl

/Assets/ScriptableRenderPipeline/Fptl/TiledLightingTemplate.hlsl → /Assets/TestbedPipelines/Fptl/TiledLightingTemplate.hlsl

/Assets/ScriptableRenderPipeline/Fptl/StandardTest.shader → /Assets/TestbedPipelines/Fptl/StandardTest.shader

/Assets/ScriptableRenderPipeline/Fptl/SortingComputeUtils.hlsl → /Assets/TestbedPipelines/Fptl/SortingComputeUtils.hlsl

/Assets/ScriptableRenderPipeline/Fptl/ShadowContext.hlsl → /Assets/TestbedPipelines/Fptl/ShadowContext.hlsl

/Assets/ScriptableRenderPipeline/Fptl/RegularForwardReflectionTemplate.hlsl → /Assets/TestbedPipelines/Fptl/RegularForwardReflectionTemplate.hlsl

/Assets/ScriptableRenderPipeline/Fptl/RegularForwardLightingUtils.hlsl → /Assets/TestbedPipelines/Fptl/RegularForwardLightingUtils.hlsl

/Assets/ScriptableRenderPipeline/Fptl/RegularForwardLightingTemplate.hlsl → /Assets/TestbedPipelines/Fptl/RegularForwardLightingTemplate.hlsl

/Assets/ScriptableRenderPipeline/Fptl/ReflectionTemplate.hlsl → /Assets/TestbedPipelines/Fptl/ReflectionTemplate.hlsl

/Assets/ScriptableRenderPipeline/Fptl/LightDefinitions.cs.meta → /Assets/TestbedPipelines/Fptl/LightDefinitions.cs.meta

/Assets/ScriptableRenderPipeline/Fptl/LightDefinitions.cs → /Assets/TestbedPipelines/Fptl/LightDefinitions.cs

/Assets/ScriptableRenderPipeline/Fptl/LightBoundsDebug.shader → /Assets/TestbedPipelines/Fptl/LightBoundsDebug.shader

/Assets/ScriptableRenderPipeline/Fptl/Internal-DeferredShading.shader → /Assets/TestbedPipelines/Fptl/Internal-DeferredShading.shader

/Assets/ScriptableRenderPipeline/Fptl/Internal-DeferredReflections.shader → /Assets/TestbedPipelines/Fptl/Internal-DeferredReflections.shader

/Assets/ScriptableRenderPipeline/Fptl/Internal-DeferredComputeShading.compute → /Assets/TestbedPipelines/Fptl/Internal-DeferredComputeShading.compute

/Assets/ScriptableRenderPipeline/Fptl/FptlLighting.cs.meta → /Assets/TestbedPipelines/Fptl/FptlLighting.cs.meta

/Assets/ScriptableRenderPipeline/Fptl/FinalPass.shader → /Assets/TestbedPipelines/Fptl/FinalPass.shader

/Assets/ScriptableRenderPipeline/Fptl/FPTLRenderPipeline.asset.meta → /Assets/TestbedPipelines/Fptl/FPTLRenderPipeline.asset.meta

/Assets/ScriptableRenderPipeline/Fptl/FPTLRenderPipeline.asset → /Assets/TestbedPipelines/Fptl/FPTLRenderPipeline.asset

/Assets/ScriptableRenderPipeline/Fptl/ClusteredUtils.h.meta → /Assets/TestbedPipelines/Fptl/ClusteredUtils.h.meta

/Assets/ScriptableRenderPipeline/Fptl/ClusteredUtils.h → /Assets/TestbedPipelines/Fptl/ClusteredUtils.h

/Assets/ScriptableRenderPipeline/Fptl/FptlLighting.cs → /Assets/TestbedPipelines/Fptl/FptlLighting.cs

/Assets/ScriptableRenderPipeline/Fptl/LightDefinitions.cs.hlsl → /Assets/TestbedPipelines/Fptl/LightDefinitions.cs.hlsl

/Assets/ScriptableRenderPipeline/Fptl/LightingConvexHullUtils.hlsl → /Assets/TestbedPipelines/Fptl/LightingConvexHullUtils.hlsl

/Assets/ScriptableRenderPipeline/Fptl/LightingUtils.hlsl → /Assets/TestbedPipelines/Fptl/LightingUtils.hlsl

/Assets/ScriptableRenderPipeline/Fptl/ShadowDispatch.hlsl → /Assets/TestbedPipelines/Fptl/ShadowDispatch.hlsl

/Assets/ScriptableRenderPipeline/Fptl/lightlistbuild-bigtile.compute → /Assets/TestbedPipelines/Fptl/lightlistbuild-bigtile.compute

/Assets/ScriptableRenderPipeline/Fptl/lightlistbuild-clustered.compute → /Assets/TestbedPipelines/Fptl/lightlistbuild-clustered.compute

/Assets/ScriptableRenderPipeline/Fptl/lightlistbuild.compute → /Assets/TestbedPipelines/Fptl/lightlistbuild.compute

/Assets/ScriptableRenderPipeline/Fptl/scrbound.compute → /Assets/TestbedPipelines/Fptl/scrbound.compute

/Assets/ScriptableRenderPipeline/Fptl/LightingTemplate.hlsl → /Assets/TestbedPipelines/Fptl/LightingTemplate.hlsl

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