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Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_SkyLightingOverride
/feature-ReflectionProbeFit
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_SkyLightingOverride
/feature-ReflectionProbeFit
Julien Ignace
7 年前
当前提交
65bd8e1d
共有 243 个文件被更改,包括 11942 次插入 和 3059 次删除
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999ImageTemplates/LightweightPipeline/Scenes/029_Particles.unity.png
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999ImageTemplates/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor.unity.png
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2SampleScenes/LightweightPipeline/DebuggingScenes/PBR_testing/LWpipeMats/LW_PlanksMat.mat
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908SampleScenes/LightweightPipeline/DebuggingScenes/PBR_testing/PBR_testing.unity
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4ScriptableRenderPipeline/Core/Resources/GPUCopy.compute
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4ScriptableRenderPipeline/Core/Resources/GPUCopy.cs
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6ScriptableRenderPipeline/Core/Resources/GPUCopyAsset.cs
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2ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11.hlsl
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2ScriptableRenderPipeline/Core/ShaderLibrary/API/Metal.hlsl
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2ScriptableRenderPipeline/Core/ShaderLibrary/API/PSSL.hlsl
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2ScriptableRenderPipeline/Core/ShaderLibrary/API/Vulkan.hlsl
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2ScriptableRenderPipeline/Core/ShaderLibrary/API/XBoxOne.hlsl
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46ScriptableRenderPipeline/Core/ShaderLibrary/Common.hlsl
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3ScriptableRenderPipeline/Core/ShaderLibrary/CommonLighting.hlsl
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40ScriptableRenderPipeline/Core/ShaderLibrary/EntityLighting.hlsl
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129ScriptableRenderPipeline/Core/ShaderLibrary/Macros.hlsl
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39ScriptableRenderPipeline/Core/ShaderLibrary/Packing.hlsl
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4ScriptableRenderPipeline/Core/ShaderLibrary/Random.hlsl
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6ScriptableRenderPipeline/HDRenderPipeline/Camera/HDCamera.cs
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34ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
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28ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDCubemapInspector.cs
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43ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDLightEditor.cs
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33ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDReflectionProbeEditor.Handles.cs
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2ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDReflectionProbeEditor.Preview.cs
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19ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDReflectionProbeEditor.ProbeUtility.cs
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19ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDReflectionProbeEditor.cs
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3ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs
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4ScriptableRenderPipeline/HDRenderPipeline/Lighting/HDAdditionalLightData.cs
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2ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs
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6ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl
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12ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/LightLoop.cs
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1ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightUtilities.hlsl
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6ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
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6ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/CameraMotionVectors.shader
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2ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs
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17ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightBlit.shader
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15ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightCopyDepth.shader
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39ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandard.shader
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82ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardParticles.shader
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28ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardParticlesUnlit.shader
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37ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardSimpleLighting.shader
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67ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardTerrain.shader
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28ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightUnlit.shader
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6Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/006_LitShaderLightProbes/LightingData.asset
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3Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/Hole_mesh.mat
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21Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/028_PostProcessing_Custom.unity
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2Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/028_PostProcessing_Custom/Scripts/InvertOpaque.shader
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22Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor.unity
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4Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor/LightingData.asset
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2Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor/LightingData.asset.meta
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1001Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor/ReflectionProbe-0.exr
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5Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/033_Shader_HighlightsEnvironmentGradientSH/LightingData.asset
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2Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/033_Shader_HighlightsEnvironmentGradientSH/LightingData.asset.meta
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11Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders.unity
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2Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/Billboard.mat
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2Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/LOD0/Branches_0.mat
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4Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/LOD0/Leaves_1.mat
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2Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/LOD1/Branches_0.mat
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4Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/LOD1/Leaves_1.mat
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2Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/LOD2/Branches_0.mat
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4Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/LOD2/Leaves_1.mat
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7Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile.spm.meta
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948Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/New Terrain.asset
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1001ImageTemplates/LightweightPipeline/Scenes/028_PostProcessing_Custom.unity.png
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83ImageTemplates/LightweightPipeline/Scenes/028_PostProcessing_Custom.unity.png.meta
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1001ImageTemplates/LightweightPipeline/Scenes/040_UpgradeScene.unity.png
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83ImageTemplates/LightweightPipeline/Scenes/040_UpgradeScene.unity.png.meta
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911ImageTemplates/LightweightPipeline/Scenes/042_Lighting_Scene_VertexLighting.unity.png
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83ImageTemplates/LightweightPipeline/Scenes/042_Lighting_Scene_VertexLighting.unity.png.meta
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1001ImageTemplates/LightweightPipeline/Scenes/043_Lighting_Mixed_ShadowMask.unity.png
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83ImageTemplates/LightweightPipeline/Scenes/043_Lighting_Mixed_ShadowMask.unity.png.meta
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1001ImageTemplates/LightweightPipeline/Scenes/044_ReflectionProbe.unity.png
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83ImageTemplates/LightweightPipeline/Scenes/044_ReflectionProbe.unity.png.meta
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9SampleScenes/Common/Scripts/Klak.meta
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8SampleScenes/HDTest/AnimTest.meta
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713SampleScenes/HDTest/AnimTest.unity
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8SampleScenes/HDTest/AnimTest.unity.meta
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968SampleScenes/HDTest/AnimTest2.unity
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8SampleScenes/HDTest/AnimTest2.unity.meta
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109ScriptableRenderPipeline/Core/ShaderLibrary/API/GLCore.hlsl
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10ScriptableRenderPipeline/Core/ShaderLibrary/API/GLCore.hlsl.meta
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132ScriptableRenderPipeline/Core/ShaderLibrary/API/GLES2.hlsl
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10ScriptableRenderPipeline/Core/ShaderLibrary/API/GLES2.hlsl.meta
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111ScriptableRenderPipeline/Core/ShaderLibrary/API/GLES3.hlsl
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10ScriptableRenderPipeline/Core/ShaderLibrary/API/GLES3.hlsl.meta
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8ScriptableRenderPipeline/HDRenderPipeline/Editor/EditorRenderPipelineResources.meta
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132ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassLit.hlsl
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123ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassMeta.hlsl
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22ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassShadow.hlsl
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8ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightShaderLibrary.meta
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400Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/023_Lighting_Mixed/Lightmap-0_comp_dir.png
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77Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/023_Lighting_Mixed/Lightmap-0_comp_dir.png.meta
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8Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/030_Shader_RenderOrder.meta
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8Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/042_Lighting_Scene_VertexLighting.meta
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1001Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/042_Lighting_Scene_VertexLighting.unity
999
ImageTemplates/LightweightPipeline/Scenes/029_Particles.unity.png
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ImageTemplates/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor.unity.png
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908
SampleScenes/LightweightPipeline/DebuggingScenes/PBR_testing/PBR_testing.unity
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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/006_LitShaderLightProbes/LightingData.asset
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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor/LightingData.asset
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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor/ReflectionProbe-0.exr
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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/033_Shader_HighlightsEnvironmentGradientSH/LightingData.asset
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948
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/New Terrain.asset
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ImageTemplates/LightweightPipeline/Scenes/044_ReflectionProbe.unity.png
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#ifndef SHADER_API_GLCORE |
|||
#error GLES.hlsl should not be included if SHADER_API_GLCORE is not defined |
|||
#endif |
|||
|
|||
#define UNITY_UV_STARTS_AT_TOP 0 |
|||
#define UNITY_REVERSED_Z 0 |
|||
#define UNITY_GATHER_SUPPORTED 0 |
|||
#define UNITY_NEAR_CLIP_VALUE (-1.0) |
|||
|
|||
// This value will not go through any matrix projection convertion |
|||
#define UNITY_RAW_FAR_CLIP_VALUE (1.0) |
|||
#define FRONT_FACE_SEMANTIC VFACE |
|||
#define FRONT_FACE_TYPE float |
|||
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL > 0.0) ? (FRONT) : (BACK)) |
|||
|
|||
#define CBUFFER_START(name) |
|||
#define CBUFFER_END |
|||
|
|||
// Initialize arbitrary structure with zero values. |
|||
// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0 |
|||
#define ZERO_INITIALIZE(type, name) name = (type)0; |
|||
#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } |
|||
|
|||
// Texture util abstraction |
|||
|
|||
#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) |
|||
|
|||
// Texture abstraction |
|||
|
|||
#define TEXTURE2D(textureName) Texture2D textureName |
|||
#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName |
|||
#define TEXTURECUBE(textureName) TextureCube textureName |
|||
#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName |
|||
#define TEXTURE3D(textureName) Texture3D textureName |
|||
|
|||
#define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) |
|||
#define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) |
|||
#define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) |
|||
#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) |
|||
|
|||
#define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName |
|||
#define RW_TEXTURE3D(type, textureName) RWTexture3D<type> textureName |
|||
|
|||
#define SAMPLER(samplerName) SamplerState samplerName |
|||
#define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName |
|||
|
|||
#define TEXTURE2D_ARGS(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) |
|||
#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) |
|||
#define TEXTURECUBE_ARGS(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) |
|||
#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) |
|||
#define TEXTURE3D_ARGS(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) |
|||
|
|||
#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) |
|||
#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) |
|||
#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) |
|||
#define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) |
|||
|
|||
#define TEXTURE2D_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURECUBE_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURE3D_PARAM(textureName, samplerName) textureName, samplerName |
|||
|
|||
#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
|||
|
|||
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) |
|||
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) |
|||
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) |
|||
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) |
|||
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) |
|||
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) |
|||
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) |
|||
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) |
|||
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) |
|||
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) |
|||
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) |
|||
|
|||
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) |
|||
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) |
|||
#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord3).xyz, (coord3).w) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) |
|||
|
|||
#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r |
|||
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r |
|||
|
|||
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) |
|||
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) |
|||
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) |
|||
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) |
|||
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) |
|||
|
|||
#if (SHADER_TARGET >= 45) |
|||
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) |
|||
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) |
|||
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) |
|||
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) |
|||
#else |
|||
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).rrrr |
|||
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index).rrrr |
|||
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) SAMPLE_TEXTURECUBE(textureName, samplerName, coord3).rrrr |
|||
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index).rrrr |
|||
#endif |
|||
|
|
|||
fileFormatVersion: 2 |
|||
guid: 17e9ff94ac9e8aa4e81b23222a4dc205 |
|||
timeCreated: 1506072929 |
|||
licenseType: Pro |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
#ifndef SHADER_API_GLES |
|||
#error GLES.hlsl should not be included if SHADER_API_GLES is not defined |
|||
#endif |
|||
|
|||
#define UNITY_UV_STARTS_AT_TOP 0 |
|||
#define UNITY_REVERSED_Z 0 |
|||
#define UNITY_GATHER_SUPPORTED 0 |
|||
#define UNITY_NEAR_CLIP_VALUE (-1.0) |
|||
|
|||
// This value will not go through any matrix projection convertion |
|||
#define UNITY_RAW_FAR_CLIP_VALUE (1.0) |
|||
#define FRONT_FACE_SEMANTIC VFACE |
|||
#define FRONT_FACE_TYPE float |
|||
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL > 0.0) ? (FRONT) : (BACK)) |
|||
|
|||
#define CBUFFER_START(name) |
|||
#define CBUFFER_END |
|||
|
|||
#define uint int |
|||
|
|||
#define rcp(x) 1.0 / x |
|||
#define ddx_fine ddx |
|||
#define ddy_fine ddy |
|||
#define asfloat |
|||
#define asuint(x) asint(x) |
|||
#define f32tof16 |
|||
#define f16tof32 |
|||
|
|||
#define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error ##funcName is not supported on GLES 2.0 |
|||
|
|||
// Initialize arbitrary structure with zero values. |
|||
// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0 |
|||
#define ZERO_INITIALIZE(type, name) name = (type)0; |
|||
#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } |
|||
|
|||
// GLES2 might not have shadow hardware comparison support |
|||
#if defined(UNITY_ENABLE_NATIVE_SHADOWS_LOOKUPS) |
|||
#define SHADOW2D_TEXTURE_AND_SAMPLER sampler2DShadow |
|||
#define SHADOWCUBE_TEXTURE_AND_SAMPLER samplerCUBEShadow |
|||
#define SHADOW2D_SAMPLE(textureName, samplerName, coord3) shadow2D(textureName, coord3) |
|||
#define SHADOWCUBE_SAMPLE(textureName, samplerName, coord4) ((texCUBE(textureName,(coord4).xyz) < (coord4).w) ? 0.0 : 1.0) |
|||
#else |
|||
// emulate hardware comparison |
|||
#define SHADOW2D_TEXTURE_AND_SAMPLER sampler2D_float |
|||
#define SHADOWCUBE_TEXTURE_AND_SAMPLER samplerCUBE_float |
|||
#define SHADOW2D_SAMPLE(textureName, samplerName, coord3) ((SAMPLE_DEPTH_TEXTURE(textureName, samplerName, (coord3).xy) < (coord3).z) ? 0.0 : 1.0) |
|||
#define SHADOWCUBE_SAMPLE(textureName, samplerName, coord4) ((texCUBE(textureName,(coord4).xyz).r < (coord4).w) ? 0.0 : 1.0) |
|||
#endif |
|||
|
|||
// Texture util abstraction |
|||
|
|||
#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) #error calculate Level of Detail not supported in GLES2 |
|||
|
|||
// Texture abstraction |
|||
|
|||
#define TEXTURE2D(textureName) sampler2D textureName |
|||
#define TEXTURE2D_ARRAY(textureName) samplerCUBE textureName // No support to texture2DArray |
|||
#define TEXTURECUBE(textureName) samplerCUBE textureName |
|||
#define TEXTURECUBE_ARRAY(textureName) samplerCUBE textureName // No supoport to textureCubeArray and can't emulate with texture2DArray |
|||
#define TEXTURE3D(textureName) sampler3D textureName |
|||
|
|||
#define TEXTURE2D_SHADOW(textureName) SHADOW2D_TEXTURE_AND_SAMPLER textureName |
|||
#define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) // No support to texture array |
|||
#define TEXTURECUBE_SHADOW(textureName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName |
|||
#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) // No support to texture array |
|||
|
|||
#define RW_TEXTURE2D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) |
|||
#define RW_TEXTURE3D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) |
|||
|
|||
#define SAMPLER(samplerName) |
|||
#define SAMPLER_CMP(samplerName) |
|||
|
|||
#define TEXTURE2D_ARGS(textureName, samplerName) sampler2D textureName |
|||
#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) samplerCUBE textureName |
|||
#define TEXTURECUBE_ARGS(textureName, samplerName) samplerCUBE textureName |
|||
#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) samplerCUBE textureName |
|||
#define TEXTURE3D_ARGS(textureName, samplerName) sampler3D textureName |
|||
#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) SHADOW2D_TEXTURE_AND_SAMPLER textureName |
|||
#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName |
|||
#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName |
|||
|
|||
#define TEXTURE2D_PARAM(textureName, samplerName) textureName |
|||
#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) textureName |
|||
#define TEXTURECUBE_PARAM(textureName, samplerName) textureName |
|||
#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) textureName |
|||
#define TEXTURE3D_PARAM(textureName, samplerName) textureName |
|||
#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) textureName |
|||
#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName |
|||
#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName |
|||
|
|||
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2) |
|||
|
|||
#if (SHADER_TARGET >= 30) |
|||
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0, lod)) |
|||
#else |
|||
// No lod support. Very poor approximation with bias. |
|||
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, lod) |
|||
#endif |
|||
|
|||
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) tex2Dbias(textureName, float4(coord2, 0, bias)) |
|||
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) SAMPLE_TEXTURE2D(textureName, coord2) |
|||
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) SAMPLE_TEXTURECUBE(textureName, samplerName, float3(coord2, index)) |
|||
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, float3(coord2, index), lod) |
|||
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, float3(coord2, index), bias) |
|||
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) texCUBE(textureName, coord3) |
|||
// No lod support. Very poor approximation with bias. |
|||
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, lod) |
|||
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) texCUBEbias(textureName, float4(coord3, bias)) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) |
|||
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3) |
|||
|
|||
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) SHADOW2D_SAMPLE(textureName, samplerName, coord3) |
|||
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, float4(coord3.xy, index, coord3.w)) |
|||
#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) SHADOWCUBE_SAMPLE(textureName, samplerName, coord4) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) |
|||
|
|||
#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r |
|||
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r |
|||
|
|||
#define LOAD_TEXTURE2D(textureName, unCoord2) half4(0, 0, 0, 0) // Not supported |
|||
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) half4(0, 0, 0, 0) // Not supported |
|||
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) half4(0, 0, 0, 0) // Not supported |
|||
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) half4(0, 0, 0, 0) // Not supported |
|||
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) half4(0, 0, 0, 0) // Not supported |
|||
|
|||
// Gather not supported. Fallback to regular texture sampling. |
|||
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).rrrr |
|||
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index).rrrr |
|||
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) SAMPLE_TEXTURECUBE(textureName, samplerName, coord3).rrrr |
|||
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index).rrrr |
|
|||
fileFormatVersion: 2 |
|||
guid: 4763738e37aef3949b7a83aae926cff5 |
|||
timeCreated: 1506072929 |
|||
licenseType: Pro |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
#ifndef SHADER_API_GLES3 |
|||
#error GLES.hlsl should not be included if SHADER_API_GLES3 is not defined |
|||
#endif |
|||
|
|||
#define UNITY_UV_STARTS_AT_TOP 0 |
|||
#define UNITY_REVERSED_Z 0 |
|||
#define UNITY_GATHER_SUPPORTED 0 |
|||
#define UNITY_NEAR_CLIP_VALUE (-1.0) |
|||
|
|||
// This value will not go through any matrix projection convertion |
|||
#define UNITY_RAW_FAR_CLIP_VALUE (1.0) |
|||
#define FRONT_FACE_SEMANTIC VFACE |
|||
#define FRONT_FACE_TYPE float |
|||
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL > 0.0) ? (FRONT) : (BACK)) |
|||
|
|||
#define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error ##funcName is not supported on GLES 3.0 |
|||
|
|||
#define CBUFFER_START(name) |
|||
#define CBUFFER_END |
|||
|
|||
// Initialize arbitrary structure with zero values. |
|||
// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0 |
|||
#define ZERO_INITIALIZE(type, name) name = (type)0; |
|||
#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } |
|||
|
|||
// Texture util abstraction |
|||
|
|||
#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2) |
|||
|
|||
// Texture abstraction |
|||
|
|||
#define TEXTURE2D(textureName) Texture2D textureName |
|||
#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName |
|||
#define TEXTURECUBE(textureName) TextureCube textureName |
|||
#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName |
|||
#define TEXTURE3D(textureName) Texture3D textureName |
|||
|
|||
#define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName) |
|||
#define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName) |
|||
#define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) |
|||
#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) |
|||
|
|||
#define RW_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) |
|||
#define RW_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) |
|||
|
|||
#define SAMPLER(samplerName) SamplerState samplerName |
|||
#define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName |
|||
|
|||
#define TEXTURE2D_ARGS(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName) |
|||
#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName) |
|||
#define TEXTURECUBE_ARGS(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName) |
|||
#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName) |
|||
#define TEXTURE3D_ARGS(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName) |
|||
|
|||
#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName) |
|||
#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName) |
|||
#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName) |
|||
#define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName) |
|||
|
|||
#define TEXTURE2D_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURECUBE_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURE3D_PARAM(textureName, samplerName) textureName, samplerName |
|||
|
|||
#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
|||
#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
|||
|
|||
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) |
|||
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) |
|||
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) |
|||
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy) |
|||
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) |
|||
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) |
|||
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) |
|||
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) |
|||
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) |
|||
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) |
|||
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) |
|||
|
|||
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) |
|||
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) |
|||
#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord3).xyz, (coord3).w) |
|||
#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w) |
|||
|
|||
#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r |
|||
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r |
|||
|
|||
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) |
|||
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod)) |
|||
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) |
|||
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0)) |
|||
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod)) |
|||
|
|||
#if (SHADER_TARGET >= 45) |
|||
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) |
|||
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) |
|||
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) |
|||
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index)) |
|||
#else |
|||
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).rrrr |
|||
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index).rrrr |
|||
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) SAMPLE_TEXTURECUBE(textureName, samplerName, coord3).rrrr |
|||
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index).rrrr |
|||
#endif |
|||
|
|
|||
fileFormatVersion: 2 |
|||
guid: 14a46e0dac04a0245b3f95359167b663 |
|||
timeCreated: 1506072929 |
|||
licenseType: Pro |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: cd55d3b3ff494fe499fb93a56e21fb9f |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
#ifndef LIGHTWEIGHT_PASS_LIT_INCLUDED |
|||
#define LIGHTWEIGHT_PASS_LIT_INCLUDED |
|||
|
|||
#include "LightweightShaderLibrary/InputSurface.hlsl" |
|||
#include "LightweightShaderLibrary/Lighting.hlsl" |
|||
|
|||
struct LightweightVertexInput |
|||
{ |
|||
float4 vertex : POSITION; |
|||
float3 normal : NORMAL; |
|||
float4 tangent : TANGENT; |
|||
float2 texcoord : TEXCOORD0; |
|||
float2 lightmapUV : TEXCOORD1; |
|||
}; |
|||
|
|||
struct LightweightVertexOutput |
|||
{ |
|||
float2 uv : TEXCOORD0; |
|||
float4 lightmapUVOrVertexSH : TEXCOORD1; // holds either lightmapUV or vertex SH. depending on LIGHTMAP_ON |
|||
float3 posWS : TEXCOORD2; |
|||
half3 normal : TEXCOORD3; |
|||
|
|||
#if _NORMALMAP |
|||
half3 tangent : TEXCOORD4; |
|||
half3 binormal : TEXCOORD5; |
|||
#endif |
|||
|
|||
half3 viewDir : TEXCOORD6; |
|||
half4 fogFactorAndVertexLight : TEXCOORD7; // x: fogFactor, yzw: vertex light |
|||
|
|||
float4 clipPos : SV_POSITION; |
|||
}; |
|||
|
|||
/////////////////////////////////////////////////////////////////////////////// |
|||
// Vertex and Fragment functions // |
|||
/////////////////////////////////////////////////////////////////////////////// |
|||
|
|||
// Vertex: Used for Standard and StandardSimpleLighting shaders |
|||
LightweightVertexOutput LitPassVertex(LightweightVertexInput v) |
|||
{ |
|||
LightweightVertexOutput o = (LightweightVertexOutput)0; |
|||
|
|||
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); |
|||
|
|||
o.posWS = TransformObjectToWorld(v.vertex.xyz); |
|||
o.clipPos = TransformWorldToHClip(o.posWS); |
|||
o.viewDir = SafeNormalize(_WorldSpaceCameraPos - o.posWS); |
|||
|
|||
// initializes o.normal and if _NORMALMAP also o.tangent and o.binormal |
|||
OUTPUT_NORMAL(v, o); |
|||
|
|||
// We either sample GI from lightmap or SH. lightmap UV and vertex SH coefficients |
|||
// are packed in lightmapUVOrVertexSH to save interpolator. |
|||
// The following funcions initialize |
|||
OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUVOrVertexSH); |
|||
OUTPUT_SH(o.normal, o.lightmapUVOrVertexSH); |
|||
|
|||
half3 vertexLight = VertexLighting(o.posWS, o.normal); |
|||
half fogFactor = ComputeFogFactor(o.clipPos.z); |
|||
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight); |
|||
|
|||
return o; |
|||
} |
|||
|
|||
// Used for Standard shader |
|||
half4 LitPassFragment(LightweightVertexOutput IN) : SV_Target |
|||
{ |
|||
SurfaceData surfaceData; |
|||
InitializeStandardLitSurfaceData(IN.uv, surfaceData); |
|||
|
|||
#if _NORMALMAP |
|||
half3 normalWS = TangentToWorldNormal(surfaceData.normal, IN.tangent, IN.binormal, IN.normal); |
|||
#else |
|||
half3 normalWS = normalize(IN.normal); |
|||
#endif |
|||
|
|||
half3 indirectDiffuse = SampleGI(IN.lightmapUVOrVertexSH, normalWS); |
|||
float fogFactor = IN.fogFactorAndVertexLight.x; |
|||
|
|||
half4 color = LightweightFragmentPBR(IN.posWS.xyz, normalWS, IN.viewDir, indirectDiffuse, IN.fogFactorAndVertexLight.yzw, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha); |
|||
|
|||
// Computes fog factor per-vertex |
|||
ApplyFog(color.rgb, fogFactor); |
|||
return color; |
|||
} |
|||
|
|||
// Used for StandardSimpleLighting shader |
|||
half4 LitPassFragmentSimple(LightweightVertexOutput IN) : SV_Target |
|||
{ |
|||
float2 uv = IN.uv; |
|||
|
|||
half4 diffuseAlpha = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv); |
|||
half3 diffuse = diffuseAlpha.rgb * _Color.rgb; |
|||
|
|||
#ifdef _GLOSSINESS_FROM_BASE_ALPHA |
|||
half alpha = _Color.a; |
|||
#else |
|||
half alpha = diffuseAlpha.a * _Color.a; |
|||
#endif |
|||
|
|||
AlphaDiscard(alpha, _Cutoff); |
|||
|
|||
#if _NORMALMAP |
|||
half3 normalTangent = Normal(uv); |
|||
half3 normalWS = TangentToWorldNormal(normalTangent, IN.tangent, IN.binormal, IN.normal); |
|||
#else |
|||
half3 normalWS = normalize(IN.normal); |
|||
#endif |
|||
|
|||
half3 emission = Emission(uv); |
|||
|
|||
half3 viewDirectionWS = SafeNormalize(IN.viewDir.xyz); |
|||
float3 positionWS = IN.posWS.xyz; |
|||
|
|||
half3 diffuseGI = SampleGI(IN.lightmapUVOrVertexSH, normalWS); |
|||
|
|||
#if _VERTEX_LIGHTS |
|||
diffuseGI += IN.fogFactorAndVertexLight.yzw; |
|||
#endif |
|||
|
|||
half shininess = _Shininess * 128.0h; |
|||
half fogFactor = IN.fogFactorAndVertexLight.x; |
|||
|
|||
#if defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR) |
|||
half4 specularGloss = SpecularGloss(uv, diffuseAlpha.a); |
|||
return LightweightFragmentBlinnPhong(positionWS, normalWS, viewDirectionWS, fogFactor, diffuseGI, diffuse, specularGloss, shininess, emission, alpha); |
|||
#else |
|||
return LightweightFragmentLambert(positionWS, normalWS, viewDirectionWS, fogFactor, diffuseGI, diffuse, emission, alpha); |
|||
#endif |
|||
}; |
|||
|
|||
#endif |
|
|||
#ifndef LIGHTWEIGHT_PASS_META_INCLUDED |
|||
#define LIGHTWEIGHT_PASS_META_INCLUDED |
|||
|
|||
#include "LightweightShaderLibrary/InputSurface.hlsl" |
|||
#include "LightweightShaderLibrary/Lighting.hlsl" |
|||
|
|||
CBUFFER_START(UnityMetaPass) |
|||
// x = use uv1 as raster position |
|||
// y = use uv2 as raster position |
|||
bool4 unity_MetaVertexControl; |
|||
|
|||
// x = return albedo |
|||
// y = return normal |
|||
bool4 unity_MetaFragmentControl; |
|||
CBUFFER_END |
|||
|
|||
float unity_OneOverOutputBoost; |
|||
float unity_MaxOutputValue; |
|||
float unity_UseLinearSpace; |
|||
|
|||
struct MetaInput |
|||
{ |
|||
half3 Albedo; |
|||
half3 Emission; |
|||
half3 SpecularColor; |
|||
}; |
|||
|
|||
struct MetaVertexInput |
|||
{ |
|||
float4 vertex : POSITION; |
|||
half3 normal : NORMAL; |
|||
float2 uv0 : TEXCOORD0; |
|||
float2 uv1 : TEXCOORD1; |
|||
float2 uv2 : TEXCOORD2; |
|||
#ifdef _TANGENT_TO_WORLD |
|||
half4 tangent : TANGENT; |
|||
#endif |
|||
}; |
|||
|
|||
struct MetaVertexOuput |
|||
{ |
|||
float4 pos : SV_POSITION; |
|||
float2 uv : TEXCOORD0; |
|||
}; |
|||
|
|||
float4 MetaVertexPosition(float4 vertex, float2 uv1, float2 uv2, float4 lightmapST, float4 dynlightmapST) |
|||
{ |
|||
if (unity_MetaVertexControl.x) |
|||
{ |
|||
vertex.xy = uv1 * lightmapST.xy + lightmapST.zw; |
|||
// OpenGL right now needs to actually use incoming vertex position, |
|||
// so use it in a very dummy way |
|||
vertex.z = vertex.z > 0 ? 1.0e-4f : 0.0f; |
|||
} |
|||
if (unity_MetaVertexControl.y) |
|||
{ |
|||
vertex.xy = uv2 * dynlightmapST.xy + dynlightmapST.zw; |
|||
// OpenGL right now needs to actually use incoming vertex position, |
|||
// so use it in a very dummy way |
|||
vertex.z = vertex.z > 0 ? 1.0e-4f : 0.0f; |
|||
} |
|||
return TransformObjectToHClip(vertex.xyz); |
|||
} |
|||
|
|||
half4 MetaFragment(MetaInput IN) |
|||
{ |
|||
half4 res = 0; |
|||
if (unity_MetaFragmentControl.x) |
|||
{ |
|||
res = half4(IN.Albedo, 1); |
|||
|
|||
// d3d9 shader compiler doesn't like NaNs and infinity. |
|||
unity_OneOverOutputBoost = saturate(unity_OneOverOutputBoost); |
|||
|
|||
// Disable pow(f, e) warning will not work with negative values |
|||
#pragma warning (disable : 3571) |
|||
// Apply Albedo Boost from LightmapSettings. |
|||
res.rgb = clamp(pow(res.rgb, unity_OneOverOutputBoost), 0, unity_MaxOutputValue); |
|||
#pragma warning (enable : 3571) |
|||
} |
|||
if (unity_MetaFragmentControl.y) |
|||
{ |
|||
res = half4(IN.Emission, 1.0); |
|||
} |
|||
return res; |
|||
} |
|||
|
|||
MetaVertexOuput LightweightVertexMeta(MetaVertexInput v) |
|||
{ |
|||
MetaVertexOuput o; |
|||
o.pos = MetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST); |
|||
o.uv = TRANSFORM_TEX(v.uv0, _MainTex); |
|||
return o; |
|||
} |
|||
|
|||
half4 LightweightFragmentMeta(MetaVertexOuput i) : SV_Target |
|||
{ |
|||
SurfaceData surfaceData; |
|||
InitializeStandardLitSurfaceData(i.uv, surfaceData); |
|||
|
|||
BRDFData brdfData; |
|||
InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData); |
|||
|
|||
MetaInput o; |
|||
o.Albedo = brdfData.diffuse + brdfData.specular * brdfData.roughness * 0.5; |
|||
o.SpecularColor = surfaceData.specular; |
|||
o.Emission = surfaceData.emission; |
|||
|
|||
return MetaFragment(o); |
|||
} |
|||
|
|||
half4 LightweightFragmentMetaSimple(MetaVertexOuput i) : SV_Target |
|||
{ |
|||
float2 uv = i.uv; |
|||
MetaInput o; |
|||
o.Albedo = _Color.rgb * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv).rgb; |
|||
o.SpecularColor = SpecularGloss(uv, 1.0).xyz; |
|||
o.Emission = Emission(uv); |
|||
|
|||
return MetaFragment(o); |
|||
} |
|||
|
|||
#endif |
|
|||
#ifndef LIGHTWEIGHT_PASS_SHADOW_INCLUDED |
|||
#define LIGHTWEIGHT_PASS_SHADOW_INCLUDED |
|||
|
|||
#include "LightweightShaderLibrary/Core.hlsl" |
|||
|
|||
float4 ShadowPassVertex(float4 pos : POSITION) : SV_POSITION |
|||
{ |
|||
float4 clipPos = TransformObjectToHClip(pos.xyz); |
|||
#if defined(UNITY_REVERSED_Z) |
|||
clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE); |
|||
#else |
|||
clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE); |
|||
#endif |
|||
return clipPos; |
|||
} |
|||
|
|||
half4 ShadowPassFragment() : SV_TARGET |
|||
{ |
|||
return 0; |
|||
} |
|||
|
|||
#endif |
|
|||
fileFormatVersion: 2 |
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guid: 37244f7798708ba449e9893ad27f77f5 |
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folderAsset: yes |
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DefaultImporter: |
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externalObjects: {} |
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userData: |
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assetBundleName: |
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linearTexture: 0 |
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fadeOut: 0 |
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borderMipMap: 0 |
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mipMapsPreserveCoverage: 0 |
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alphaTestReferenceValue: 0.5 |
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mipMapFadeDistanceStart: 1 |
|||
mipMapFadeDistanceEnd: 3 |
|||
bumpmap: |
|||
convertToNormalMap: 0 |
|||
externalNormalMap: 0 |
|||
heightScale: 0.25 |
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normalMapFilter: 0 |
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isReadable: 0 |
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grayScaleToAlpha: 0 |
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generateCubemap: 6 |
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cubemapConvolution: 0 |
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seamlessCubemap: 0 |
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textureFormat: 1 |
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maxTextureSize: 2048 |
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textureSettings: |
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serializedVersion: 2 |
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filterMode: 1 |
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aniso: 3 |
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mipBias: 0 |
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wrapU: 1 |
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wrapV: 1 |
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wrapW: 1 |
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nPOTScale: 1 |
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lightmap: 0 |
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compressionQuality: 50 |
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spriteMode: 0 |
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spriteExtrude: 1 |
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spriteMeshType: 1 |
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alignment: 0 |
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spritePivot: {x: 0.5, y: 0.5} |
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spriteBorder: {x: 0, y: 0, z: 0, w: 0} |
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spritePixelsToUnits: 100 |
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alphaUsage: 1 |
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alphaIsTransparency: 0 |
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spriteTessellationDetail: -1 |
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textureType: 0 |
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textureShape: 1 |
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singleChannelComponent: 0 |
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maxTextureSizeSet: 0 |
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compressionQualitySet: 0 |
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textureFormatSet: 0 |
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platformSettings: |
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- serializedVersion: 2 |
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buildTarget: DefaultTexturePlatform |
|||
maxTextureSize: 2048 |
|||
resizeAlgorithm: 0 |
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textureFormat: -1 |
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textureCompression: 0 |
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compressionQuality: 50 |
|||
crunchedCompression: 0 |
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allowsAlphaSplitting: 0 |
|||
overridden: 0 |
|||
androidETC2FallbackOverride: 0 |
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spriteSheet: |
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serializedVersion: 2 |
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sprites: [] |
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outline: [] |
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physicsShape: [] |
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spritePackingTag: |
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assetBundleName: |
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assetBundleVariant: |
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fileFormatVersion: 2 |
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guid: f78229abd339e4d49b6e0e29fd79df0c |
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folderAsset: yes |
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DefaultImporter: |
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fileFormatVersion: 2 |
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folderAsset: yes |
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assetBundleName: |
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assetBundleVariant: |
1001
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/042_Lighting_Scene_VertexLighting.unity
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