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Added Lightweight PBR Sphere Test Scene

/RenderPassXR_Sandbox
Felipe Lira 7 年前
当前提交
64861bf2
共有 55 个文件被更改,包括 3421 次插入11 次删除
  1. 3
      Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipeline.shader
  2. 21
      Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineLighting.cginc
  3. 22
      Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardShader.shader
  4. 89
      Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-StandardShader.mat
  5. 10
      Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-StandardShader.mat.meta
  6. 1001
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/LightweightPBR_Spheres.unity
  7. 9
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/LightweightPBR_Spheres.unity.meta
  8. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR.meta
  9. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 1.mat
  10. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 1.mat.meta
  11. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 10.mat
  12. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 10.mat.meta
  13. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 11.mat
  14. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 11.mat.meta
  15. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 12.mat
  16. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 12.mat.meta
  17. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 13.mat
  18. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 13.mat.meta
  19. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 14.mat
  20. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 14.mat.meta
  21. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 15.mat
  22. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 15.mat.meta
  23. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 16.mat
  24. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 16.mat.meta
  25. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 17.mat
  26. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 17.mat.meta
  27. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 18.mat
  28. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 18.mat.meta
  29. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 19.mat
  30. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 19.mat.meta
  31. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 2.mat
  32. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 2.mat.meta
  33. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 20.mat
  34. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 20.mat.meta
  35. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 21.mat
  36. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 21.mat.meta
  37. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 3.mat
  38. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 3.mat.meta
  39. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 4.mat
  40. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 4.mat.meta
  41. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 5.mat
  42. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 5.mat.meta
  43. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 6.mat
  44. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 6.mat.meta
  45. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 7.mat
  46. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 7.mat.meta
  47. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 8.mat
  48. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 8.mat.meta
  49. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 9.mat
  50. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 9.mat.meta
  51. 89
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere.mat
  52. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere.mat.meta
  53. 79
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/Sky.mat
  54. 10
      Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/Sky.mat.meta

3
Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipeline.shader


#pragma shader_feature _EMISSION
#pragma shader_feature _ _REFLECTION_CUBEMAP _REFLECTION_PROBE
#pragma multi_compile _ LIGHTWEIGHT_LINEAR
#pragma multi_compile _ LIGHTWEIGHT_LINEAR
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
#pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT
#pragma multi_compile _ LIGHTMAP_ON

#pragma multi_compile_fog
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityStandardInput.cginc"

21
Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineLighting.cginc


#ifndef LIGHTWEIGHT_LIGHTING_INCLUDED
#define LIGHTWEIGHT_LIGHTING_INCLUDED
UnityIndirect LightweightGI(float2 lightmapUV, half3 ambientColor, half3 reflectVec, half occlusion, half roughness)
{
UnityIndirect o = (UnityIndirect)0;
#ifdef LIGHTMAP_ON
o.diffuse = (DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, lightmapUV)));
#endif
#if defined(_VERTEX_LIGHTS) || defined(_LIGHT_PROBES_ON)
o.diffuse += ambientColor;
#endif
o.diffuse *= occlusion;
// perceptualRoughness
Unity_GlossyEnvironmentData g;
g.roughness = roughness;
g.reflUVW = reflectVec;
o.specular = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube0_HDR, g) * occlusion;
return o;
}
inline half3 EvaluateDirectionalLight(half3 diffuseColor, half4 specularGloss, half3 normal, half3 lightDir, half3 viewDir)
{
half NdotL = saturate(dot(normal, lightDir));

22
Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardShader.shader


#pragma shader_feature _PARALLAXMAP
#pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT
#pragma multi_compile _ LIGHTWEIGHT_LINEAR
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
#pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ _LIGHT_PROBES_ON
#pragma multi_compile _ _HARD_SHADOWS _SOFT_SHADOWS _HARD_SHADOWS_CASCADES _SOFT_SHADOWS_CASCADES
#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile_fog
#pragma multi_compile_instancing

float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv01.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
#ifdef LIGHTMAP_ON
o.uv01.zw = v.lightmapUV * unity_LightmapST.xy + unityLightmapST.wz;
#endif

o.tangentSpaceEyeVec = tangentSpaceEyeVec;
#endif
#endif
o.fogCoord.yzw = max(half3(0, 0, 0), ShadeSH9(half4(normalWorld, 1)));
#ifdef _LIGHT_PROBES_ON
o.fogCoord.yzw += max(half3(0, 0, 0), ShadeSH9(half4(normalWorld, 1)));
#endif
o.normalWorld.w = Pow4(1 - saturate(dot(normalWorld, eyeVec))); // fresnel term
#if !GLOSSMAP

half3 reflectVec = reflect(-i.eyeVec, i.normalWorld.xyz);
#endif
// perceptualRoughness
Unity_GlossyEnvironmentData g;
g.roughness = 1 - smoothness;
g.reflUVW = reflectVec;
UnityIndirect indirectLight;
indirectLight.diffuse = (DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, lightmapUV)) + i.fogCoord.yzw) * occlusion;
indirectLight.specular = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube0_HDR, g) * occlusion;
UnityIndirect indirectLight = LightweightGI(lightmapUV, i.fogCoord.yzw, reflectVec, occlusion, 1.0h - smoothness);
// PBS
#if GLOSSMAP

89
Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-StandardShader.mat


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1001
Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/LightweightPBR_Spheres.unity
文件差异内容过多而无法显示
查看文件

9
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10
Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 1.mat.meta


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