浏览代码

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3059 次删除
  1. 999
      ImageTemplates/LightweightPipeline/Scenes/029_Particles.unity.png
  2. 999
      ImageTemplates/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor.unity.png
  3. 2
      SampleScenes/LightweightPipeline/DebuggingScenes/PBR_testing/LWpipeMats/LW_PlanksMat.mat
  4. 908
      SampleScenes/LightweightPipeline/DebuggingScenes/PBR_testing/PBR_testing.unity
  5. 4
      ScriptableRenderPipeline/Core/Resources/GPUCopy.compute
  6. 4
      ScriptableRenderPipeline/Core/Resources/GPUCopy.cs
  7. 6
      ScriptableRenderPipeline/Core/Resources/GPUCopyAsset.cs
  8. 2
      ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11.hlsl
  9. 2
      ScriptableRenderPipeline/Core/ShaderLibrary/API/Metal.hlsl
  10. 2
      ScriptableRenderPipeline/Core/ShaderLibrary/API/PSSL.hlsl
  11. 2
      ScriptableRenderPipeline/Core/ShaderLibrary/API/Vulkan.hlsl
  12. 2
      ScriptableRenderPipeline/Core/ShaderLibrary/API/XBoxOne.hlsl
  13. 46
      ScriptableRenderPipeline/Core/ShaderLibrary/Common.hlsl
  14. 3
      ScriptableRenderPipeline/Core/ShaderLibrary/CommonLighting.hlsl
  15. 40
      ScriptableRenderPipeline/Core/ShaderLibrary/EntityLighting.hlsl
  16. 129
      ScriptableRenderPipeline/Core/ShaderLibrary/Macros.hlsl
  17. 39
      ScriptableRenderPipeline/Core/ShaderLibrary/Packing.hlsl
  18. 4
      ScriptableRenderPipeline/Core/ShaderLibrary/Random.hlsl
  19. 6
      ScriptableRenderPipeline/HDRenderPipeline/Camera/HDCamera.cs
  20. 34
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
  21. 28
      ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDCubemapInspector.cs
  22. 43
      ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDLightEditor.cs
  23. 33
      ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDReflectionProbeEditor.Handles.cs
  24. 2
      ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDReflectionProbeEditor.Preview.cs
  25. 19
      ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDReflectionProbeEditor.ProbeUtility.cs
  26. 19
      ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDReflectionProbeEditor.cs
  27. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  28. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs
  29. 4
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/HDAdditionalLightData.cs
  30. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs
  31. 6
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl
  32. 12
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/LightLoop.cs
  33. 1
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightUtilities.hlsl
  34. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  35. 6
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/CameraMotionVectors.shader
  36. 2
      ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs
  37. 17
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightBlit.shader
  38. 15
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightCopyDepth.shader
  39. 39
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandard.shader
  40. 82
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardParticles.shader
  41. 28
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardParticlesUnlit.shader
  42. 37
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardSimpleLighting.shader
  43. 67
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardTerrain.shader
  44. 28
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightUnlit.shader
  45. 6
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/006_LitShaderLightProbes/LightingData.asset
  46. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/Hole_mesh.mat
  47. 21
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/028_PostProcessing_Custom.unity
  48. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/028_PostProcessing_Custom/Scripts/InvertOpaque.shader
  49. 22
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor.unity
  50. 4
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor/LightingData.asset
  51. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor/LightingData.asset.meta
  52. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor/ReflectionProbe-0.exr
  53. 5
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/033_Shader_HighlightsEnvironmentGradientSH/LightingData.asset
  54. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/033_Shader_HighlightsEnvironmentGradientSH/LightingData.asset.meta
  55. 11
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders.unity
  56. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/Billboard.mat
  57. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/LOD0/Branches_0.mat
  58. 4
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/LOD0/Leaves_1.mat
  59. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/LOD1/Branches_0.mat
  60. 4
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/LOD1/Leaves_1.mat
  61. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/LOD2/Branches_0.mat
  62. 4
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/LOD2/Leaves_1.mat
  63. 7
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile.spm.meta
  64. 948
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/New Terrain.asset
  65. 1001
      ImageTemplates/LightweightPipeline/Scenes/028_PostProcessing_Custom.unity.png
  66. 83
      ImageTemplates/LightweightPipeline/Scenes/028_PostProcessing_Custom.unity.png.meta
  67. 1001
      ImageTemplates/LightweightPipeline/Scenes/040_UpgradeScene.unity.png
  68. 83
      ImageTemplates/LightweightPipeline/Scenes/040_UpgradeScene.unity.png.meta
  69. 911
      ImageTemplates/LightweightPipeline/Scenes/042_Lighting_Scene_VertexLighting.unity.png
  70. 83
      ImageTemplates/LightweightPipeline/Scenes/042_Lighting_Scene_VertexLighting.unity.png.meta
  71. 1001
      ImageTemplates/LightweightPipeline/Scenes/043_Lighting_Mixed_ShadowMask.unity.png
  72. 83
      ImageTemplates/LightweightPipeline/Scenes/043_Lighting_Mixed_ShadowMask.unity.png.meta
  73. 1001
      ImageTemplates/LightweightPipeline/Scenes/044_ReflectionProbe.unity.png
  74. 83
      ImageTemplates/LightweightPipeline/Scenes/044_ReflectionProbe.unity.png.meta
  75. 9
      SampleScenes/Common/Scripts/Klak.meta
  76. 8
      SampleScenes/HDTest/AnimTest.meta
  77. 713
      SampleScenes/HDTest/AnimTest.unity
  78. 8
      SampleScenes/HDTest/AnimTest.unity.meta
  79. 968
      SampleScenes/HDTest/AnimTest2.unity
  80. 8
      SampleScenes/HDTest/AnimTest2.unity.meta
  81. 109
      ScriptableRenderPipeline/Core/ShaderLibrary/API/GLCore.hlsl
  82. 10
      ScriptableRenderPipeline/Core/ShaderLibrary/API/GLCore.hlsl.meta
  83. 132
      ScriptableRenderPipeline/Core/ShaderLibrary/API/GLES2.hlsl
  84. 10
      ScriptableRenderPipeline/Core/ShaderLibrary/API/GLES2.hlsl.meta
  85. 111
      ScriptableRenderPipeline/Core/ShaderLibrary/API/GLES3.hlsl
  86. 10
      ScriptableRenderPipeline/Core/ShaderLibrary/API/GLES3.hlsl.meta
  87. 8
      ScriptableRenderPipeline/HDRenderPipeline/Editor/EditorRenderPipelineResources.meta
  88. 132
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassLit.hlsl
  89. 123
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassMeta.hlsl
  90. 22
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassShadow.hlsl
  91. 8
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightShaderLibrary.meta
  92. 400
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/023_Lighting_Mixed/Lightmap-0_comp_dir.png
  93. 77
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/023_Lighting_Mixed/Lightmap-0_comp_dir.png.meta
  94. 8
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/030_Shader_RenderOrder.meta
  95. 8
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/042_Lighting_Scene_VertexLighting.meta
  96. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/042_Lighting_Scene_VertexLighting.unity

999
ImageTemplates/LightweightPipeline/Scenes/029_Particles.unity.png
文件差异内容过多而无法显示
查看文件

999
ImageTemplates/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor.unity.png
文件差异内容过多而无法显示
查看文件

2
SampleScenes/LightweightPipeline/DebuggingScenes/PBR_testing/LWpipeMats/LW_PlanksMat.mat


m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
m_ShaderKeywords: _METALLICSPECGLOSSMAP _NORMALMAP _OCCLUSIONMAP _SPECGLOSSMAP _SPECULAR_SETUP
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_EnableInstancingVariants: 1
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}

908
SampleScenes/LightweightPipeline/DebuggingScenes/PBR_testing/PBR_testing.unity
文件差异内容过多而无法显示
查看文件

4
ScriptableRenderPipeline/Core/Resources/GPUCopy.compute


// Autogenerated file. Do not edit by hand
#include "ShaderLibrary/Common.hlsl"
#include "../ShaderLibrary/Common.hlsl"
SamplerState sampler_LinearClamp;

RWTexture2D<float1> _Result1;
TEXTURE2D(_Source4);
Texture2D<float4> _Source4;
#pragma kernel KSampleCopy4_1_x

4
ScriptableRenderPipeline/Core/Resources/GPUCopy.cs


static readonly int _Size = Shader.PropertyToID("_Size");
public void SampleCopyChannel_xyzw2x(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier target, Vector2 size)
{
if (size.x < 8 || size.y < 8)
Debug.LogWarning("Trying to copy a channel from a texture smaller than 8x* or *x8. ComputeShader cannot perform it.");
cmd.DispatchCompute(m_Shader, k_SampleKernel_xyzw2x, (int)(size.x) / 8, (int)(size.y) / 8, 1);
cmd.DispatchCompute(m_Shader, k_SampleKernel_xyzw2x, (int)Mathf.Max((size.x) / 8, 1), (int)Mathf.Max((size.y) / 8, 1), 1);
}
}

6
ScriptableRenderPipeline/Core/Resources/GPUCopyAsset.cs


using System;
using System;
using System.Collections.Generic;
using System.Text;

// CSharp method
csm.AppendLine(string.Format(@" public void SampleCopyChannel_{0}2{1}(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier target, Vector2 size)", channelName, o.subscript));
csm.AppendLine(" {");
csm.AppendLine(string.Format(" if (size.x < {0} || size.y < {0})", k_KernelSize.ToString()));
csm.AppendLine(" Debug.LogWarning(\"Trying to copy a channel from a texture smaller than 8x* or *x8. ComputeShader cannot perform it.\");");
csm.AppendLine(string.Format(" cmd.DispatchCompute(m_Shader, {0}, (int)(size.x) / {1}, (int)(size.y) / {1}, 1);", kernelIndexName, k_KernelSize.ToString()));
csm.AppendLine(string.Format(" cmd.DispatchCompute(m_Shader, {0}, (int)Mathf.Max((size.x) / {1}, 1), (int)Mathf.Max((size.y) / {1}, 1), 1);", kernelIndexName, k_KernelSize.ToString()));
csm.AppendLine(" }");
}
csc.AppendLine(" }");

2
ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11.hlsl


#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))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))

2
ScriptableRenderPipeline/Core/ShaderLibrary/API/Metal.hlsl


#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))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))

2
ScriptableRenderPipeline/Core/ShaderLibrary/API/PSSL.hlsl


#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))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))

2
ScriptableRenderPipeline/Core/ShaderLibrary/API/Vulkan.hlsl


#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))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))

2
ScriptableRenderPipeline/Core/ShaderLibrary/API/XBoxOne.hlsl


#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))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))

46
ScriptableRenderPipeline/Core/ShaderLibrary/Common.hlsl


#include "API/Metal.hlsl"
#elif defined(SHADER_API_VULKAN)
#include "API/Vulkan.hlsl"
#elif defined(SHADER_API_GLCORE)
#include "API/GLCore.hlsl"
#elif defined(SHADER_API_GLES3)
#include "API/GLES3.hlsl"
#elif defined(SHADER_API_GLES)
#include "API/GLES2.hlsl"
#else
#error unsupported shader api
#endif

// ----------------------------------------------------------------------------
// Common intrinsic (general implementation of intrinsic available on some platform)
// ----------------------------------------------------------------------------
// Error on GLES2 undefined functions
#ifdef SHADER_API_GLES
#define BitFieldExtract ERROR_ON_UNSUPPORTED_FUNC(BitFieldExtract)
#define IsBitSet ERROR_ON_UNSUPPORTED_FUNC(IsBitSet)
#define SetBit ERROR_ON_UNSUPPORTED_FUNC(SetBit)
#define ClearBit ERROR_ON_UNSUPPORTED_FUNC(ClearBit)
#define ToggleBit ERROR_ON_UNSUPPORTED_FUNC(ToggleBit)
#define FastMulBySignOfNegZero ERROR_ON_UNSUPPORTED_FUNC(FastMulBySignOfNegZero)
#define LODDitheringTransition ERROR_ON_UNSUPPORTED_FUNC(LODDitheringTransition)
#endif
#if !defined(SHADER_API_GLES)
#ifndef INTRINSIC_BITFIELD_EXTRACT
// Unsigned integer bit field extraction.

{
data ^= 1u << offset;
}
#endif
#ifndef INTRINSIC_WAVEREADFIRSTLANE
// Warning: for correctness, the argument must have the same value across the wave!

// PositivePow remove this warning when you know the value is positive and avoid inf/NAN.
TEMPLATE_2_FLT(PositivePow, base, power, return pow(max(abs(base), FLT_EPS), power))
#if !defined(SHADER_API_GLES)
if (ignoreNegZero)
{
return (s >= 0) ? x : -x;

uint signBit = negZero & asuint(s);
return asfloat(signBit ^ asuint(x));
}
#else
return (s >= 0) ? x : -x;
#endif
}
// Returns -1 for negative numbers and 1 for positive numbers.

// Misc utilities
// ----------------------------------------------------------------------------
// Normalize that account for vectors with zero length
float3 SafeNormalize(float3 inVec)
{
float dp3 = max(FLT_MIN, dot(inVec, inVec));
return inVec * rsqrt(dp3);
}
// Normalize that account for vectors with zero length
half3 SafeNormalize(half3 inVec)
{
half dp3 = max(HALF_MIN, dot(inVec, inVec));
return inVec * rsqrt(dp3);
}
// Generates a triangle in homogeneous clip space, s.t.
// v0 = (-1, -1, 1), v1 = (3, -1, 1), v2 = (-1, 3, 1).
float2 GetFullScreenTriangleTexCoord(uint vertexID)

return float4(uv * 2.0 - 1.0, z, 1.0);
}
#if !defined(SHADER_API_GLES)
// LOD dithering transition helper
// LOD0 must use this function with ditherFactor 1..0
// LOD1 must use this function with ditherFactor 0..1

p = (ditherFactor >= 0.5) ? p : 1 - p;
clip(ditherFactor - p);
}
#endif
#endif // UNITY_COMMON_INCLUDED

3
ScriptableRenderPipeline/Core/ShaderLibrary/CommonLighting.hlsl


NdotV = dot(N, V);
N = (NdotV >= 0.0) ? N : (N - 2.0 * NdotV * V);
// N = (NdotV >= 0.0) ? N : (N - 2.0 * NdotV * V);
N += (2.0 * saturate(-NdotV)) * V;
NdotV = abs(NdotV);
return N;

40
ScriptableRenderPipeline/Core/ShaderLibrary/EntityLighting.hlsl


// RGBM lightmaps are currently always gamma encoded, so we use a constant of range^2.2 = 5^2.2
#define LIGHTMAP_RGBM_RANGE 34.493242f
// DLRD lightmaps are currently always gamma encoded, so we use a constant of 2.0^2.2 = 4.59
#define LIGHTMAP_DLDR_RANGE 4.59f
// TODO: This is the max value allowed for emissive (bad name - but keep for now to retrieve it) (It is 8^2.2 (gamma) and 8 is the limit of punctual light slider...), comme from UnityCg.cginc. Fix it!
// Ask Jesper if this can be change for HDRenderPipeline
#define EMISSIVE_RGBM_SCALE 97.0

return rgbmInput.rgb * pow(rgbmInput.a, 2.2f) * LIGHTMAP_RGBM_RANGE;
}
float3 SampleSingleLightmap(TEXTURE2D_ARGS(lightmapTex, lightmapSampler), float2 uv, float4 transform, bool lightmapRGBM)
float3 UnpackLightmapDoubleLDR(float4 encodedColor)
{
return encodedColor.rgb * LIGHTMAP_DLDR_RANGE;
}
float3 DecodeLightmap(float4 encodedIlluminance)
{
#if defined(UNITY_LIGHTMAP_RGBM_ENCODING)
return UnpackLightmapRGBM(encodedIlluminance);
#else // DLDR encoding on mobile platforms
return UnpackLightmapDoubleLDR(encodedIlluminance);
#endif
}
float3 DecodeHDREnvironment(float4 encodedIrradiance, float4 decodeInstructions)
{
// Take into account texture alpha if decodeInstructions.w is true(the alpha value affects the RGB channels)
float alpha = max(decodeInstructions.w * (encodedIrradiance.a - 1.0) + 1.0, 0.0);
// If Linear mode is not supported we can skip exponent part
return (decodeInstructions.x * pow(alpha, decodeInstructions.y)) * encodedIrradiance.rgb;
}
float3 SampleSingleLightmap(TEXTURE2D_ARGS(lightmapTex, lightmapSampler), float2 uv, float4 transform, bool encodedLightmap)
if (lightmapRGBM)
if (encodedLightmap)
illuminance = UnpackLightmapRGBM(SAMPLE_TEXTURE2D(lightmapTex, lightmapSampler, uv).rgba);
float4 encodedIlluminance = SAMPLE_TEXTURE2D(lightmapTex, lightmapSampler, uv).rgba;
illuminance = DecodeLightmap(encodedIlluminance);
}
else
{

}
float3 SampleDirectionalLightmap(TEXTURE2D_ARGS(lightmapTex, lightmapSampler), TEXTURE2D_ARGS(lightmapDirTex, lightmapDirSampler), float2 uv, float4 transform, float3 normalWS, bool lightmapRGBM)
float3 SampleDirectionalLightmap(TEXTURE2D_ARGS(lightmapTex, lightmapSampler), TEXTURE2D_ARGS(lightmapDirTex, lightmapDirSampler), float2 uv, float4 transform, float3 normalWS, bool encodedLightmap)
{
// In directional mode Enlighten bakes dominant light direction
// in a way, that using it for half Lambert and then dividing by a "rebalancing coefficient"

float4 direction = SAMPLE_TEXTURE2D(lightmapDirTex, lightmapDirSampler, uv);
// Remark: baked lightmap is RGBM for now, dynamic lightmap is RGB9E5
float3 illuminance = float3(0.0, 0.0, 0.0);
if (lightmapRGBM)
if (encodedLightmap)
illuminance = UnpackLightmapRGBM(SAMPLE_TEXTURE2D(lightmapTex, lightmapSampler, uv).rgba);
half4 encodedIlluminance = SAMPLE_TEXTURE2D(lightmapTex, lightmapSampler, uv).rgba;
illuminance = DecodeLightmap(encodedIlluminance);
}
else
{

129
ScriptableRenderPipeline/Core/ShaderLibrary/Macros.hlsl


float3 FunctionName(float3 Parameter1) { FunctionBody; } \
float4 FunctionName(float4 Parameter1) { FunctionBody; }
#define TEMPLATE_1_INT(FunctionName, Parameter1, FunctionBody) \
int FunctionName(int Parameter1) { FunctionBody; } \
int2 FunctionName(int2 Parameter1) { FunctionBody; } \
int3 FunctionName(int3 Parameter1) { FunctionBody; } \
int4 FunctionName(int4 Parameter1) { FunctionBody; } \
uint FunctionName(uint Parameter1) { FunctionBody; } \
uint2 FunctionName(uint2 Parameter1) { FunctionBody; } \
uint3 FunctionName(uint3 Parameter1) { FunctionBody; } \
uint4 FunctionName(uint4 Parameter1) { FunctionBody; }
#ifdef SHADER_API_GLES
#define TEMPLATE_1_INT(FunctionName, Parameter1, FunctionBody) \
int FunctionName(int Parameter1) { FunctionBody; } \
int2 FunctionName(int2 Parameter1) { FunctionBody; } \
int3 FunctionName(int3 Parameter1) { FunctionBody; } \
int4 FunctionName(int4 Parameter1) { FunctionBody; }
#else
#define TEMPLATE_1_INT(FunctionName, Parameter1, FunctionBody) \
int FunctionName(int Parameter1) { FunctionBody; } \
int2 FunctionName(int2 Parameter1) { FunctionBody; } \
int3 FunctionName(int3 Parameter1) { FunctionBody; } \
int4 FunctionName(int4 Parameter1) { FunctionBody; } \
uint FunctionName(uint Parameter1) { FunctionBody; } \
uint2 FunctionName(uint2 Parameter1) { FunctionBody; } \
uint3 FunctionName(uint3 Parameter1) { FunctionBody; } \
uint4 FunctionName(uint4 Parameter1) { FunctionBody; }
#endif
#define TEMPLATE_2_FLT(FunctionName, Parameter1, Parameter2, FunctionBody) \
float FunctionName(float Parameter1, float Parameter2) { FunctionBody; } \

#define TEMPLATE_2_INT(FunctionName, Parameter1, Parameter2, FunctionBody) \
int FunctionName(int Parameter1, int Parameter2) { FunctionBody; } \
int2 FunctionName(int2 Parameter1, int2 Parameter2) { FunctionBody; } \
int3 FunctionName(int3 Parameter1, int3 Parameter2) { FunctionBody; } \
int4 FunctionName(int4 Parameter1, int4 Parameter2) { FunctionBody; } \
uint FunctionName(uint Parameter1, uint Parameter2) { FunctionBody; } \
uint2 FunctionName(uint2 Parameter1, uint2 Parameter2) { FunctionBody; } \
uint3 FunctionName(uint3 Parameter1, uint3 Parameter2) { FunctionBody; } \
uint4 FunctionName(uint4 Parameter1, uint4 Parameter2) { FunctionBody; }
#ifdef SHADER_API_GLES
#define TEMPLATE_2_INT(FunctionName, Parameter1, Parameter2, FunctionBody) \
int FunctionName(int Parameter1, int Parameter2) { FunctionBody; } \
int2 FunctionName(int2 Parameter1, int2 Parameter2) { FunctionBody; } \
int3 FunctionName(int3 Parameter1, int3 Parameter2) { FunctionBody; } \
int4 FunctionName(int4 Parameter1, int4 Parameter2) { FunctionBody; }
#else
#define TEMPLATE_2_INT(FunctionName, Parameter1, Parameter2, FunctionBody) \
int FunctionName(int Parameter1, int Parameter2) { FunctionBody; } \
int2 FunctionName(int2 Parameter1, int2 Parameter2) { FunctionBody; } \
int3 FunctionName(int3 Parameter1, int3 Parameter2) { FunctionBody; } \
int4 FunctionName(int4 Parameter1, int4 Parameter2) { FunctionBody; } \
uint FunctionName(uint Parameter1, uint Parameter2) { FunctionBody; } \
uint2 FunctionName(uint2 Parameter1, uint2 Parameter2) { FunctionBody; } \
uint3 FunctionName(uint3 Parameter1, uint3 Parameter2) { FunctionBody; } \
uint4 FunctionName(uint4 Parameter1, uint4 Parameter2) { FunctionBody; }
#endif
#define TEMPLATE_3_FLT(FunctionName, Parameter1, Parameter2, Parameter3, FunctionBody) \
float FunctionName(float Parameter1, float Parameter2, float Parameter3) { FunctionBody; } \

#define TEMPLATE_3_INT(FunctionName, Parameter1, Parameter2, Parameter3, FunctionBody) \
int FunctionName(int Parameter1, int Parameter2, int Parameter3) { FunctionBody; } \
int2 FunctionName(int2 Parameter1, int2 Parameter2, int2 Parameter3) { FunctionBody; } \
int3 FunctionName(int3 Parameter1, int3 Parameter2, int3 Parameter3) { FunctionBody; } \
int4 FunctionName(int4 Parameter1, int4 Parameter2, int4 Parameter3) { FunctionBody; } \
uint FunctionName(uint Parameter1, uint Parameter2, uint Parameter3) { FunctionBody; } \
uint2 FunctionName(uint2 Parameter1, uint2 Parameter2, uint2 Parameter3) { FunctionBody; } \
uint3 FunctionName(uint3 Parameter1, uint3 Parameter2, uint3 Parameter3) { FunctionBody; } \
uint4 FunctionName(uint4 Parameter1, uint4 Parameter2, uint4 Parameter3) { FunctionBody; }
#ifdef SHADER_API_GLES
#define TEMPLATE_3_INT(FunctionName, Parameter1, Parameter2, Parameter3, FunctionBody) \
int FunctionName(int Parameter1, int Parameter2, int Parameter3) { FunctionBody; } \
int2 FunctionName(int2 Parameter1, int2 Parameter2, int2 Parameter3) { FunctionBody; } \
int3 FunctionName(int3 Parameter1, int3 Parameter2, int3 Parameter3) { FunctionBody; } \
int4 FunctionName(int4 Parameter1, int4 Parameter2, int4 Parameter3) { FunctionBody; }
#else
#define TEMPLATE_3_INT(FunctionName, Parameter1, Parameter2, Parameter3, FunctionBody) \
int FunctionName(int Parameter1, int Parameter2, int Parameter3) { FunctionBody; } \
int2 FunctionName(int2 Parameter1, int2 Parameter2, int2 Parameter3) { FunctionBody; } \
int3 FunctionName(int3 Parameter1, int3 Parameter2, int3 Parameter3) { FunctionBody; } \
int4 FunctionName(int4 Parameter1, int4 Parameter2, int4 Parameter3) { FunctionBody; } \
uint FunctionName(uint Parameter1, uint Parameter2, uint Parameter3) { FunctionBody; } \
uint2 FunctionName(uint2 Parameter1, uint2 Parameter2, uint2 Parameter3) { FunctionBody; } \
uint3 FunctionName(uint3 Parameter1, uint3 Parameter2, uint3 Parameter3) { FunctionBody; } \
uint4 FunctionName(uint4 Parameter1, uint4 Parameter2, uint4 Parameter3) { FunctionBody; }
#endif
#define TEMPLATE_SWAP(FunctionName) \
void FunctionName(inout float a, inout float b) { float t = a; a = b; b = t; } \
void FunctionName(inout float2 a, inout float2 b) { float2 t = a; a = b; b = t; } \
void FunctionName(inout float3 a, inout float3 b) { float3 t = a; a = b; b = t; } \
void FunctionName(inout float4 a, inout float4 b) { float4 t = a; a = b; b = t; } \
void FunctionName(inout int a, inout int b) { int t = a; a = b; b = t; } \
void FunctionName(inout int2 a, inout int2 b) { int2 t = a; a = b; b = t; } \
void FunctionName(inout int3 a, inout int3 b) { int3 t = a; a = b; b = t; } \
void FunctionName(inout int4 a, inout int4 b) { int4 t = a; a = b; b = t; } \
void FunctionName(inout uint a, inout uint b) { uint t = a; a = b; b = t; } \
void FunctionName(inout uint2 a, inout uint2 b) { uint2 t = a; a = b; b = t; } \
void FunctionName(inout uint3 a, inout uint3 b) { uint3 t = a; a = b; b = t; } \
void FunctionName(inout uint4 a, inout uint4 b) { uint4 t = a; a = b; b = t; } \
void FunctionName(inout bool a, inout bool b) { bool t = a; a = b; b = t; } \
void FunctionName(inout bool2 a, inout bool2 b) { bool2 t = a; a = b; b = t; } \
void FunctionName(inout bool3 a, inout bool3 b) { bool3 t = a; a = b; b = t; } \
void FunctionName(inout bool4 a, inout bool4 b) { bool4 t = a; a = b; b = t; }
#ifdef SHADER_API_GLES
#define TEMPLATE_SWAP(FunctionName) \
void FunctionName(inout float a, inout float b) { float t = a; a = b; b = t; } \
void FunctionName(inout float2 a, inout float2 b) { float2 t = a; a = b; b = t; } \
void FunctionName(inout float3 a, inout float3 b) { float3 t = a; a = b; b = t; } \
void FunctionName(inout float4 a, inout float4 b) { float4 t = a; a = b; b = t; } \
void FunctionName(inout int a, inout int b) { int t = a; a = b; b = t; } \
void FunctionName(inout int2 a, inout int2 b) { int2 t = a; a = b; b = t; } \
void FunctionName(inout int3 a, inout int3 b) { int3 t = a; a = b; b = t; } \
void FunctionName(inout int4 a, inout int4 b) { int4 t = a; a = b; b = t; } \
void FunctionName(inout bool a, inout bool b) { bool t = a; a = b; b = t; } \
void FunctionName(inout bool2 a, inout bool2 b) { bool2 t = a; a = b; b = t; } \
void FunctionName(inout bool3 a, inout bool3 b) { bool3 t = a; a = b; b = t; } \
void FunctionName(inout bool4 a, inout bool4 b) { bool4 t = a; a = b; b = t; }
#else
#define TEMPLATE_SWAP(FunctionName) \
void FunctionName(inout float a, inout float b) { float t = a; a = b; b = t; } \
void FunctionName(inout float2 a, inout float2 b) { float2 t = a; a = b; b = t; } \
void FunctionName(inout float3 a, inout float3 b) { float3 t = a; a = b; b = t; } \
void FunctionName(inout float4 a, inout float4 b) { float4 t = a; a = b; b = t; } \
void FunctionName(inout int a, inout int b) { int t = a; a = b; b = t; } \
void FunctionName(inout int2 a, inout int2 b) { int2 t = a; a = b; b = t; } \
void FunctionName(inout int3 a, inout int3 b) { int3 t = a; a = b; b = t; } \
void FunctionName(inout int4 a, inout int4 b) { int4 t = a; a = b; b = t; } \
void FunctionName(inout uint a, inout uint b) { uint t = a; a = b; b = t; } \
void FunctionName(inout uint2 a, inout uint2 b) { uint2 t = a; a = b; b = t; } \
void FunctionName(inout uint3 a, inout uint3 b) { uint3 t = a; a = b; b = t; } \
void FunctionName(inout uint4 a, inout uint4 b) { uint4 t = a; a = b; b = t; } \
void FunctionName(inout bool a, inout bool b) { bool t = a; a = b; b = t; } \
void FunctionName(inout bool2 a, inout bool2 b) { bool2 t = a; a = b; b = t; } \
void FunctionName(inout bool3 a, inout bool3 b) { bool3 t = a; a = b; b = t; } \
void FunctionName(inout bool4 a, inout bool4 b) { bool4 t = a; a = b; b = t; }
#endif
// MACRO from Legacy Untiy

39
ScriptableRenderPipeline/Core/ShaderLibrary/Packing.hlsl


// Ref: http://jcgt.org/published/0003/02/01/paper.pdf
// Encode with Oct, this function work with any size of output
// return float between [-1, 1]
float2 PackNormalOctEncode(float3 n)
{
float l1norm = dot(abs(n), 1.0);
float2 res0 = n.xy * (1.0 / l1norm);
float2 val = 1.0 - abs(res0.yx);
return (n.zz < float2(0.0, 0.0) ? (res0 >= 0.0 ? val : -val) : res0);
float2 PackNormalOctEncode(float3 n)
{
//float l1norm = dot(abs(n), 1.0);
//float2 res0 = n.xy * (1.0 / l1norm);
//float2 val = 1.0 - abs(res0.yx);
//return (n.zz < float2(0.0, 0.0) ? (res0 >= 0.0 ? val : -val) : res0);
// Optimized version of above code:
n *= rcp(dot(abs(n), 1.0));
float t = saturate(-n.z);
return n.xy + (n.xy >= 0.0 ? t : -t);
}
float3 UnpackNormalOctEncode(float2 f)

}
// Unpack from normal map
float3 UnpackNormalRGB(float4 packedNormal, float scale = 1.0)
half3 UnpackNormalRGB(half4 packedNormal, half scale = 1.0)
float3 normal;
half3 normal;
float3 UnpackNormalAG(float4 packedNormal, float scale = 1.0)
half3 UnpackNormalAG(half4 packedNormal, half scale = 1.0)
float3 normal;
half3 normal;
normal.xy = packedNormal.wy * 2.0 - 1.0;
normal.xy *= scale;
normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));

// Unpack normal as DXT5nm (1, y, 0, x) or BC5 (x, y, 0, 1)
float3 UnpackNormalmapRGorAG(float4 packedNormal, float scale = 1.0)
half3 UnpackNormalmapRGorAG(half4 packedNormal, half scale = 1.0)
{
// This do the trick
packedNormal.w *= packedNormal.x;

// HDR packing
//-----------------------------------------------------------------------------
// HDR Packing not defined in GLES2
#if !defined(SHADER_API_GLES)
// Ref: http://realtimecollisiondetection.net/blog/?p=15
float4 PackToLogLuv(float3 vRGB)
{

return float3(r, g, b);
}
#endif // SHADER_API_GLES
//-----------------------------------------------------------------------------
// Quaternion packing
//-----------------------------------------------------------------------------

return quat;
}
// Integer and Float packing not defined in GLES2
#if !defined(SHADER_API_GLES)
//-----------------------------------------------------------------------------
// Integer packing

uint cb = (hi << 8) + lo;
return PackShort(cb);
}
#endif // SHADER_API_GLES
#endif // UNITY_PACKING_INCLUDED

4
ScriptableRenderPipeline/Core/ShaderLibrary/Random.hlsl


#ifndef UNITY_NOISE_INCLUDED
#define UNITY_NOISE_INCLUDED
#if !defined(SHADER_API_GLES)
// A single iteration of Bob Jenkins' One-At-A-Time hashing algorithm.
uint JenkinsHash(uint x)
{

{
return ConstructFloat(JenkinsHash(v));
}
#endif // SHADER_API_GLES
#endif // UNITY_NOISE_INCLUDED

6
ScriptableRenderPipeline/HDRenderPipeline/Camera/HDCamera.cs


cameraPos = pos;
screenSize = new Vector4(camera.pixelWidth, camera.pixelHeight, 1.0f / camera.pixelWidth, 1.0f / camera.pixelHeight);
if (ShaderConfig.s_CameraRelativeRendering != 0)
{
Matrix4x4 cameraDisplacement = Matrix4x4.Translate(cameraPos - prevCameraPos); // Non-camera-relative positions
prevViewProjMatrix *= cameraDisplacement; // Now prevViewProjMatrix correctly transforms this frame's camera-relative positionWS
}
// Warning: near and far planes appear to be broken.
GeometryUtility.CalculateFrustumPlanes(viewProjMatrix, frustumPlanes);

34
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs


camera.gameObject.AddComponent<HDAdditionalCameraData>();
}
}
static void CheckOutFile(bool VSCEnabled, Material mat)
{
if (VSCEnabled)
{
UnityEditor.VersionControl.Task task = UnityEditor.VersionControl.Provider.Checkout(mat, UnityEditor.VersionControl.CheckoutMode.Both);
if (!task.success)
{
Debug.Log(task.text + " " + task.resultCode);
}
}
}
// This script is a helper for the artists to re-synchronize all layered materials
[MenuItem("Internal/HDRenderPipeline/Synchronize all Layered materials")]

bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
CheckOutFile(VSCEnabled, mat);
LayeredLitGUI.SynchronizeAllLayers(mat);
EditorUtility.SetDirty(mat);
}

try
{
var materials = Resources.FindObjectsOfTypeAll<Material>();
bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
for (int i = 0, length = materials.Length; i < length; i++)
{

i / (float)(length - 1));
CheckOutFile(VSCEnabled, materials[i]);
HDEditorUtils.ResetMaterialKeywords(materials[i]);
}
}

try
{
var matIds = AssetDatabase.FindAssets("t:Material");
bool VSCEnabled = (UnityEditor.VersionControl.Provider.enabled && UnityEditor.VersionControl.Provider.isActive);
for (int i = 0, length = matIds.Length; i < length; i++)
{

string.Format("{0} / {1} materials cleaned.", i, length),
i / (float)(length - 1));
CheckOutFile(VSCEnabled, mat);
HDEditorUtils.ResetMaterialKeywords(mat);
}
}

}
}
static void CheckOutFile(bool VSCEnabled, Material mat)
{
if (VSCEnabled)
{
UnityEditor.VersionControl.Task task = UnityEditor.VersionControl.Provider.Checkout(mat, UnityEditor.VersionControl.CheckoutMode.Both);
if (!task.success)
{
Debug.Log(task.text + " " + task.resultCode);
}
}
}

28
ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDCubemapInspector.cs


Rotating = 2
}
static GUIContent s_MipMapLow, s_MipMapHigh, s_ExposureHigh, s_ExposureLow, s_RGBMIcon;
static GUIStyle s_PreButton, s_PreSlider, s_PreSliderThumb, s_PreLabel;
static GUIContent s_MipMapLow, s_MipMapHigh, s_ExposureLow;
static GUIStyle s_PreLabel;
static Mesh s_SphereMesh;
static Mesh sphereMesh

{
hideFlags = HideFlags.HideAndDontSave
};
InitIcons();
}
void OnEnable()

public override void OnPreviewGUI(Rect r, GUIStyle background)
{
if(m_ReflectiveMaterial != null)
if (m_ReflectiveMaterial != null)
{
m_ReflectiveMaterial.SetFloat("_Exposure", previewExposure);
m_ReflectiveMaterial.SetFloat("_MipLevel", mipLevelPreview);

public override void OnPreviewSettings()
{
if (s_MipMapLow == null)
InitIcons();
var mipmapCount = 0;
var cubemap = target as Cubemap;
var rt = target as RenderTexture;
if (cubemap != null)
mipmapCount = cubemap.mipmapCount;
if (rt != null)
mipmapCount = rt.useMipMap
? (int)(Mathf.Log(Mathf.Max(rt.width, rt.height)) / Mathf.Log(2))
: 1;
GUI.enabled = true;
GUILayout.Box(s_ExposureLow, s_PreLabel, GUILayout.MaxWidth(20));

GUILayout.Box(s_MipMapHigh, s_PreLabel, GUILayout.MaxWidth(20));
GUI.changed = false;
mipLevelPreview = GUILayout.HorizontalSlider(mipLevelPreview, 0, ((Cubemap)target).mipmapCount, GUILayout.MaxWidth(80));
mipLevelPreview = GUILayout.HorizontalSlider(mipLevelPreview, 0, mipmapCount, GUILayout.MaxWidth(80));
GUILayout.Box(s_MipMapLow, s_PreLabel, GUILayout.MaxWidth(20));
}

m_PreviewUtility.camera.farClipPlane = 20.0f;
m_PreviewUtility.camera.transform.position = new Vector3(0, 0, 2);
m_PreviewUtility.camera.transform.LookAt(Vector3.zero);
//m_PreviewUtility.camera.clearFlags = CameraClearFlags.Skybox;
}
bool HandleMouse(Rect Viewport)

{
s_MipMapLow = EditorGUIUtility.IconContent("PreTextureMipMapLow");
s_MipMapHigh = EditorGUIUtility.IconContent("PreTextureMipMapHigh");
s_ExposureHigh = EditorGUIUtility.IconContent("SceneViewLighting");
s_RGBMIcon = EditorGUIUtility.IconContent("PreMatLight1"); // TODO: proper icon for RGBM preview mode
s_PreButton = "preButton";
s_PreSlider = "preSlider";
s_PreSliderThumb = "preSliderThumb";
s_PreLabel = "preLabel";
}
}

43
ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDLightEditor.cs


if (settings.cookie != null && m_LightShape == LightShape.Directional)
{
EditorGUI.indentLevel++;
EditorGUILayout.Slider(m_AdditionalLightData.shapeWidth, 0.01f, 10f, s_Styles.cookieSizeX);
EditorGUILayout.Slider(m_AdditionalLightData.shapeHeight, 0.01f, 10f, s_Styles.cookieSizeY);
EditorGUILayout.PropertyField(m_AdditionalLightData.shapeWidth, s_Styles.cookieSizeX);
EditorGUILayout.PropertyField(m_AdditionalLightData.shapeHeight, s_Styles.cookieSizeY);
EditorGUI.indentLevel--;
}
}

}
EditorGUI.indentLevel++;
using (var scope = new EditorGUI.ChangeCheckScope())
{
// Draw each field first...
int arraySize = m_AdditionalShadowData.cascadeRatios.arraySize;
for (int i = 0; i < arraySize; i++)
EditorGUILayout.Slider(m_AdditionalShadowData.cascadeRatios.GetArrayElementAtIndex(i), 0f, 1f, s_Styles.shadowCascadeRatios[i]);
if (scope.changed)
{
// ...then clamp values to avoid out of bounds cascade ratios
for (int i = 0; i < arraySize; i++)
{
var ratios = m_AdditionalShadowData.cascadeRatios;
var ratioProp = ratios.GetArrayElementAtIndex(i);
float val = ratioProp.floatValue;
if (i > 0)
{
var prevRatioProp = ratios.GetArrayElementAtIndex(i - 1);
float prevVal = prevRatioProp.floatValue;
val = Mathf.Max(val, prevVal);
}
if (i < arraySize - 1)
{
var nextRatioProp = ratios.GetArrayElementAtIndex(i + 1);
float nextVal = nextRatioProp.floatValue;
val = Mathf.Min(val, nextVal);
}
ratioProp.floatValue = val;
}
}
}
int arraySize = m_AdditionalShadowData.cascadeRatios.arraySize;
for (int i = 0; i < arraySize; i++)
EditorGUILayout.Slider(m_AdditionalShadowData.cascadeRatios.GetArrayElementAtIndex(i), 0f, 1f, s_Styles.shadowCascadeRatios[i]);
EditorGUI.indentLevel--;
}

33
ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDReflectionProbeEditor.Handles.cs


using UnityEditorInternal;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
namespace UnityEditor.Experimental.Rendering
{

var s = m_UIState;
var p = m_SerializedReflectionProbe;
var o = this;
BakeRealtimeProbeIfPositionChanged(s, p, o);
if (!s.sceneViewEditing)
return;

if (EditorGUI.EndChangeCheck())
Repaint();
}
void BakeRealtimeProbeIfPositionChanged(UIState s, SerializedReflectionProbe sp, Editor o)
{
if (Application.isPlaying
|| ((ReflectionProbeMode)sp.mode.intValue) != ReflectionProbeMode.Realtime)
{
m_PositionHash = 0;
return;
}
var hash = 0;
for (var i = 0; i < sp.so.targetObjects.Length; i++)
{
var p = (ReflectionProbe)sp.so.targetObjects[i];
var tr = p.GetComponent<Transform>();
hash ^= tr.position.GetHashCode();
}
if (hash != m_PositionHash)
{
m_PositionHash = hash;
for (var i = 0; i < sp.so.targetObjects.Length; i++)
{
var p = (ReflectionProbe)sp.so.targetObjects[i];
p.RenderProbe();
}
}
var a = p.GetComponent<HDAdditionalReflectionData>();
using (new Handles.DrawingScope(GetLocalSpace(p)))
{

2
ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDReflectionProbeEditor.Preview.cs


if (ValidPreviewSetup())
{
Editor editor = m_CubemapEditor;
CreateCachedEditor(((ReflectionProbe)target).texture, null, ref editor);
CreateCachedEditor(((ReflectionProbe)target).texture, typeof(HDCubemapInspector), ref editor);
m_CubemapEditor = editor as HDCubemapInspector;
}

19
ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDReflectionProbeEditor.ProbeUtility.cs


static Mesh s_SphereMesh;
static int _Cubemap = Shader.PropertyToID("_Cubemap");
void ChangeVisibilityOfAllTargets(bool visibility)
{
for (var i = 0; i < targets.Length; ++i)
{
var p = (ReflectionProbe)targets[i];
ChangeVisibility(p, visibility);
}
}
void InitializeAllTargetProbes()
{
for (var i = 0; i < targets.Length; ++i)
{
var p = (ReflectionProbe)targets[i];
var a = (HDAdditionalReflectionData)m_AdditionalDataSerializedObject.targetObjects[i];
InitializeProbe(p, a);
}
}
[InitializeOnLoadMethod]
static void Initialize()

19
ScriptableRenderPipeline/HDRenderPipeline/Editor/Lighting/HDReflectionProbeEditor.cs


SerializedObject m_AdditionalDataSerializedObject;
UIState m_UIState = new UIState();
int m_PositionHash = 0;
public bool sceneViewEditing
{
get { return IsReflectionProbeEditMode(EditMode.editMode) && EditMode.IsOwner(this); }

s_ReflectionProbeEditors[p] = this;
}
for (var i = 0; i < targets.Length; ++i)
{
var p = (ReflectionProbe)targets[i];
var a = additionalData[i];
InitializeProbe(p, a);
ChangeVisibility(p, true);
}
InitializeAllTargetProbes();
ChangeVisibilityOfAllTargets(true);
for (var i = 0; i < targets.Length; ++i)
{
var p = (ReflectionProbe)targets[i];
ChangeVisibility(p, false);
}
ChangeVisibilityOfAllTargets(false);
}
public override void OnInspectorGUI()

k_InfluenceVolumeSection.Draw(s, p, this);
k_SeparateProjectionVolumeSection.Draw(s, p, this);
k_CaptureSection.Draw(s, p, this);
//k_AdditionalSection.Draw(s, p, this);
k_AdditionalSection.Draw(s, p, this);
k_BakingActions.Draw(s, p, this);
PerformOperations(s, p, this);

3
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


// If the flag hasn't been set yet on this camera, motion vectors will skip a frame.
hdcamera.camera.depthTextureMode |= DepthTextureMode.MotionVectors | DepthTextureMode.Depth;
// TODO: This is not safe ? as we don't use cmd buffer we can have a delay no ?
m_CameraMotionVectorsMaterial.SetVector(HDShaderIDs._CameraPosDiff, hdcamera.prevCameraPos - hdcamera.cameraPos);
// Setup stencil buffer
CoreUtils.DrawFullScreen(cmd, m_CameraMotionVectorsMaterial, m_VelocityBufferRT, m_CameraDepthStencilBufferRT, null, 0);

2
ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs


public static readonly int _FilterKernelsBasic = Shader.PropertyToID("_FilterKernelsBasic");
public static readonly int _HalfRcpWeightedVariances = Shader.PropertyToID("_HalfRcpWeightedVariances");
public static readonly int _CameraPosDiff = Shader.PropertyToID("_CameraPosDiff");
public static readonly int _CameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture");
public static readonly int _CameraMotionVectorsTexture = Shader.PropertyToID("_CameraMotionVectorsTexture");
public static readonly int _FullScreenDebugMode = Shader.PropertyToID("_FullScreenDebugMode");

4
ScriptableRenderPipeline/HDRenderPipeline/Lighting/HDAdditionalLightData.cs


public SpotLightShape spotLightShape = SpotLightShape.Cone;
// Only for Rectangle/Line/box projector lights
[Range(0.0f, 20.0f)]
[Range(0.0f, 20.0f)]
[FormerlySerializedAs("lightHeight")]
public float shapeHeight = 0.5f;

// This is specific for the LightEditor GUI and not use at runtime
public bool useOldInspector = false;
public bool featuresFoldout = true;
public bool showAdditionalSettings = true; // TODO: Maybe we can remove if if we decide to always show additional settings
public bool showAdditionalSettings = false;
#if UNITY_EDITOR

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs


public float unused0;
public Vector3 offsetLS;
public float unused1;
public float dimmer;
};
// Usage of StencilBits.Lighting on 2 bits.

6
ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl


float3 innerDistance;
float unused0;
float3 offsetLS;
float unused1;
float dimmer;
};
//

{
return value.offsetLS;
}
float GetUnused1(EnvLightData value)
float GetDimmer(EnvLightData value)
return value.unused1;
return value.dimmer;
}

12
ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/LightLoop.cs


// Light direction for directional is opposite to the forward direction
directionalLightData.forward = light.light.transform.forward;
// Rescale for cookies and windowing.
directionalLightData.up = light.light.transform.up * 2 / additionalData.shapeHeight;
directionalLightData.right = light.light.transform.right * 2 / additionalData.shapeWidth;
directionalLightData.right = light.light.transform.right * 2 / Mathf.Max(additionalData.shapeWidth, 0.001f);
directionalLightData.up = light.light.transform.up * 2 / Mathf.Max(additionalData.shapeHeight, 0.001f);
directionalLightData.positionWS = light.light.transform.position;
directionalLightData.color = GetLightColor(light);
directionalLightData.diffuseScale = additionalData.affectDiffuse ? diffuseDimmer : 0.0f;

lightData.size.x = light.range;
// Rescale for cookies and windowing.
lightData.right *= 2.0f / additionalLightData.shapeWidth;
lightData.up *= 2.0f / additionalLightData.shapeHeight;
lightData.right *= 2.0f / Mathf.Max(additionalLightData.shapeWidth, 0.001f);
lightData.up *= 2.0f / Mathf.Max(additionalLightData.shapeHeight, 0.001f);
}
else if (lightData.lightType == GPULightType.ProjectorPyramid)
{

if (probe.boxProjection == 0)
envLightData.minProjectionDistance = 65504.0f;
envLightData.dimmer = additionalData.dimmer;
}
else
{

envLightData.envShapeType = EnvShapeType.Box;
envLightData.minProjectionDistance = 0.0f;
}
envLightData.dimmer = 1;
}
// remove scale from the matrix (Scale in this matrix is use to scale the widget)

1
ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightUtilities.hlsl


output.offsetLS = float3(0.0, 0.0, 0.0);
output.innerDistance = float3(0.0, 0.0, 0.0);
output.blendDistance = 1.0;
output.dimmer = 1.0;
return output;
}

6
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


F = Sq(-F * bsdfData.coatCoverage + 1.0);
}
// When we are rough, we tend to see outward shifting of the reflection when at the boundary of the projection volume
// Also it appear like more sharp. To avoid these artifact and at the same time get better match to reference we lerp to original unmodified reflection.
// Formula is empirical.
float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, R, preLightData.iblMipLevel);
envLighting += F * preLD.rgb;

envLighting *= weight;
envLighting *= weight * lightData.dimmer;
if (GPUImageBasedLightingType == GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION)
lighting.specularReflected = envLighting * preLightData.specularFGD;

6
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/CameraMotionVectors.shader


#include "../ShaderPass/VaryingMesh.hlsl"
#include "../ShaderPass/VertMesh.hlsl"
float4 _CameraPosDiff;
struct Attributes
{
uint vertexID : SV_VertexID;

UpdatePositionInput(depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, posInput);
float4 worldPos = float4(posInput.positionWS, 1.0);
float4 prevPos = worldPos;
#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
prevPos -= _CameraPosDiff;
#endif
float4 prevClipPos = mul(_PrevViewProjMatrix, prevPos);
float4 curClipPos = mul(_NonJitteredViewProjMatrix, worldPos);

2
ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs


private void DepthPass(ref ScriptableRenderContext context)
{
CommandBuffer cmd = CommandBufferPool.Get("Depth Prepass");
SetRenderTarget(cmd, m_DepthRT);
SetRenderTarget(cmd, m_DepthRT, ClearFlag.Depth);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);

17
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightBlit.shader


{
Tags { "LightMode" = "LightweightForward"}
CGPROGRAM
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#include "LightweightShaderLibrary/Core.hlsl"
struct VertexInput
{

half2 uv : TEXCOORD0;
};
sampler2D _BlitTex;
TEXTURE2D(_BlitTex);
SAMPLER(sampler_BlitTex);
o.pos = half4(i.vertex.xyz, 1.0);
o.pos = TransformObjectToHClip(i.vertex.xyz);
fixed4 Fragment(VertexOutput i) : SV_Target
half4 Fragment(VertexOutput i) : SV_Target
fixed4 col = tex2D(_BlitTex, i.uv);
half4 col = SAMPLE_TEXTURE2D(_BlitTex, sampler_BlitTex, i.uv);
ENDCG
ENDHLSL
}
}
}

15
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightCopyDepth.shader


ZTest Always
ZWrite On
CGPROGRAM
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
sampler2D_float _CameraDepthTexture;
#include "LightweightShaderLibrary/Core.hlsl"
TEXTURE2D(_CameraDepthTexture);
SAMPLER(sampler_CameraDepthTexture);
struct VertexInput
{

{
VertexOutput o;
o.uv = i.uv;
o.position = UnityObjectToClipPos(i.vertex);
o.position = TransformObjectToHClip(i.vertex.xyz);
return tex2D(_CameraDepthTexture, i.uv).r;
return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.uv);
ENDCG
ENDHLSL
}
}
}

39
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandard.shader


Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
CGPROGRAM
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma target 3.0
// -------------------------------------

#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile_fog
#pragma multi_compile_instancing
#include "LightweightPassLit.cginc"
ENDCG
#include "LightweightPassLit.hlsl"
ENDHLSL
}
Pass

ZWrite On ZTest LEqual
CGPROGRAM
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#include "UnityCG.cginc"
#include "LightweightPassShadow.cginc"
ENDCG
#include "LightweightPassShadow.hlsl"
ENDHLSL
}
Pass

ZWrite On
ColorMask 0
CGPROGRAM
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#include "UnityCG.cginc"
#include "LightweightShaderLibrary/Core.hlsl"
return UnityObjectToClipPos(pos);
return TransformObjectToHClip(pos.xyz);
}
half4 frag() : SV_TARGET

ENDCG
ENDHLSL
}
// This pass it not used during regular rendering, only for lightmap baking.

Cull Off
CGPROGRAM
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma vertex LightweightVertexMeta
#pragma fragment LightweightFragmentMeta

#pragma shader_feature _SPECGLOSSMAP
#include "LightweightPassMeta.cginc"
ENDCG
#include "LightweightPassMeta.hlsl"
ENDHLSL
}
FallBack "Hidden/InternalErrorShader"
CustomEditor "LightweightStandardGUI"

82
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardParticles.shader


// No support to Distortion
// No support to Shadows
Shader "LightweightPipeline/Particles/Standard"
{
Properties

_EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
_DistortionStrength("Strength", Float) = 1.0
_DistortionBlend("Blend", Range(0.0, 1.0)) = 0.5
_SoftParticlesNearFadeDistance("Soft Particles Near Fade", Float) = 0.0
_SoftParticlesFarFadeDistance("Soft Particles Far Fade", Float) = 1.0
_CameraNearFadeDistance("Camera Near Fade", Float) = 1.0

[HideInInspector] _Mode("__mode", Float) = 0.0
[HideInInspector] _FlipbookMode("__flipbookmode", Float) = 0.0
[HideInInspector] _LightingEnabled("__lightingenabled", Float) = 1.0
[HideInInspector] _DistortionEnabled("__distortionenabled", Float) = 0.0
[HideInInspector] _EmissionEnabled("__emissionenabled", Float) = 0.0
[HideInInspector] _BlendOp("__blendop", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0

[HideInInspector] _CameraFadingEnabled("__camerafadingenabled", Float) = 0.0
[HideInInspector] _SoftParticleFadeParams("__softparticlefadeparams", Vector) = (0,0,0,0)
[HideInInspector] _CameraFadeParams("__camerafadeparams", Vector) = (0,0,0,0)
[HideInInspector] _DistortionStrengthScaled("__distortionstrengthscaled", Float) = 0.0
}
SubShader

Pass
{
Tags {"LightMode" = "LightweightForward"}
CGPROGRAM
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma vertex ParticlesLitVertex
#pragma fragment ParticlesLitFragment
#pragma multi_compile __ SOFTPARTICLES_ON

#pragma shader_feature _FADING_ON
#pragma shader_feature _REQUIRE_UV2
#define NO_LIGHTMAP
#define NO_ADDITIONAL_LIGHTS
#include "UnityStandardParticles.cginc"
#include "LightweightLighting.cginc"
struct VertexOutputLit
{
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
#if _NORMALMAP
half3 tangent : TEXCOORD1;
half3 binormal : TEXCOORD2;
half3 normal : TEXCOORD3;
#else
half3 normal : TEXCOORD1;
#endif
#if defined(_FLIPBOOK_BLENDING)
float3 texcoord2AndBlend : TEXCOORD4;
#endif
#if defined(SOFTPARTICLES_ON) || defined(_FADING_ON)
float4 projectedPosition : TEXCOORD5;
#endif
float4 posWS : TEXCOORD6; // xyz: position; w = fogFactor;
float4 clipPos : SV_POSITION;
};
void InitializeSurfaceData(VertexOutputLit IN, out SurfaceOutputStandard surfaceData)
{
Input input;
input.color = IN.color;
input.texcoord = IN.texcoord;
#if defined(_FLIPBOOK_BLENDING)
input.texcoord2AndBlend = IN.texcoord2AndBlend;
#endif
#if defined(SOFTPARTICLES_ON) || defined(_FADING_ON)
input.projectedPosition = IN.projectedPosition;
#endif
// No distortion Support
surfaceData.Normal = half3(0, 0, 1);
surfaceData.Occlusion = 1.0;
surf(input, surfaceData);
}
#include "LightweightShaderLibrary/Particles.hlsl"
#include "LightweightShaderLibrary/Lighting.hlsl"
float4 clipPosition = UnityObjectToClipPos(v.vertex);
float4 clipPosition = TransformObjectToHClip(v.vertex.xyz);
o.normal = normalize(UnityObjectToWorldNormal(v.normal));
o.normal = normalize(TransformObjectToWorldNormal(v.normal));
o.posWS.xyz = mul(unity_ObjectToWorld, v.vertex).xyz;
o.posWS.w = ComputeFogFactor(clipPosition.z);
o.posWS.xyz = TransformObjectToWorld(v.vertex.xyz).xyz;
o.clipPos = TransformWorldToHClip(o.posWS.xyz);
o.posWS.w = ComputeFogFactor(o.clipPos.z);
vertTexcoord(v, o);
vertFading(o);
o.clipPos = clipPosition;

half4 ParticlesLitFragment(VertexOutputLit IN) : SV_Target
{
SurfaceOutputStandard surfaceData;
SurfaceData surfaceData;
InitializeSurfaceData(IN, surfaceData);
float3 positionWS = IN.posWS.xyz;

#if _NORMALMAP
half3 normalWS = TangentToWorldNormal(surfaceData.Normal, IN.tangent, IN.binormal, IN.normal);
half3 normalWS = TangentToWorldNormal(surfaceData.normal, IN.tangent, IN.binormal, IN.normal);
half4 color = LightweightFragmentPBR(positionWS, normalWS, viewDirWS, /*indirectDiffuse*/ zero, /*vertex lighting*/ zero, surfaceData.Albedo,
surfaceData.Metallic, /* specularColor */ zero, surfaceData.Smoothness, surfaceData.Occlusion, surfaceData.Emission, surfaceData.Alpha);
half4 color = LightweightFragmentPBR(positionWS, normalWS, viewDirWS, /*indirectDiffuse*/ zero, /*vertex lighting*/ zero, surfaceData.albedo,
surfaceData.metallic, /* specularColor */ zero, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
return OUTPUT_COLOR(color);
return color;
ENDCG
ENDHLSL
Fallback "LightweightPipeline/Unlit"
Fallback "LightweightPipeline/Particles/Standard Unlit"
CustomEditor "LightweightStandardParticlesShaderGUI"
}

28
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardParticlesUnlit.shader


// No support to Distortion
// No support to Shadows
Shader "LightweightPipeline/Particles/Standard Unlit"
{
Properties

ZWrite[_ZWrite]
Cull[_Cull]
ColorMask RGB
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
CGPROGRAM
#pragma target 2.5
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
#pragma shader_feature _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
#pragma shader_feature _REQUIRE_UV2
#pragma multi_compile_shadowcaster
#pragma vertex vertParticleShadowCaster
#pragma fragment fragParticleShadowCaster
#include "UnityStandardParticleShadow.cginc"
ENDCG
}
Pass
{

37
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardSimpleLighting.shader


Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
CGPROGRAM
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma target 3.0
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON
#pragma shader_feature _ _SPECGLOSSMAP _SPECULAR_COLOR

#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
#include "LightweightPassLit.cginc"
ENDCG
#include "LightweightPassLit.hlsl"
ENDHLSL
}
Pass

ZWrite On ZTest LEqual
CGPROGRAM
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#include "UnityCG.cginc"
#include "LightweightPassShadow.cginc"
ENDCG
#include "LightweightPassShadow.hlsl"
ENDHLSL
}
Pass

ZWrite On
ColorMask 0
CGPROGRAM
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#include "UnityCG.cginc"
#include "LightweightShaderLibrary/Core.hlsl"
return UnityObjectToClipPos(pos);
return TransformObjectToHClip(pos.xyz);
}
half4 frag() : SV_TARGET

ENDCG
ENDHLSL
}
// This pass it not used during regular rendering, only for lightmap baking.

Cull Off
CGPROGRAM
#define UNITY_SETUP_BRDF_INPUT SpecularSetup
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma vertex LightweightVertexMeta
#pragma fragment LightweightFragmentMetaSimple

#include "LightweightPassMeta.cginc"
ENDCG
#include "LightweightPassMeta.hlsl"
ENDHLSL
}
}
Fallback "Hidden/InternalErrorShader"

67
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardTerrain.shader


Pass
{
Tags { "LightMode" = "LightweightForward" }
CGPROGRAM
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
// needs more than 8 texcoords
#pragma exclude_renderers gles psp2
#include "LightweightLighting.cginc"
#pragma multi_compile _ _MAIN_LIGHT_COOKIE
#pragma multi_compile _MAIN_DIRECTIONAL_LIGHT _MAIN_SPOT_LIGHT

#pragma multi_compile __ _TERRAIN_NORMAL_MAP
#pragma multi_compile_fog
#define TERRAIN_STANDARD_SHADER
#define TERRAIN_SURFACE_OUTPUT SurfaceOutputStandard
#include "LightweightShaderLibrary/Lighting.hlsl"
CBUFFER_START(_Terrain)
half _Metallic0;
half _Metallic1;
half _Metallic2;

half _Smoothness2;
half _Smoothness3;
sampler2D _Control;
sampler2D _Splat0, _Splat1, _Splat2, _Splat3;
CBUFFER_END
sampler2D _Control;
sampler2D _Splat0, _Splat1, _Splat2, _Splat3;
struct VertexInput
{
float4 vertex : POSITION;
float4 tangent : TANGENT;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
half3 normal : TEXCOORD3;
half3 tangent : TEXCOORD3;
half3 binormal : TEXCOORD4;
half3 normal : TEXCOORD5;
#else
half3 normal : TEXCOORD3;
half3 tangent : TEXCOORD4;
half3 binormal : TEXCOORD5;
#endif
half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
float3 positionWS : TEXCOORD7;

void SplatmapMix(VertexOutput IN, half4 defaultAlpha, out half4 splat_control, out half weight, out fixed4 mixedDiffuse, inout fixed3 mixedNormal)
void SplatmapMix(VertexOutput IN, half4 defaultAlpha, out half4 splat_control, out half weight, out half4 mixedDiffuse, inout half3 mixedNormal)
{
splat_control = tex2D(_Control, IN.uvControlAndLM.xy);
weight = dot(splat_control, half4(1, 1, 1, 1));

mixedDiffuse += splat_control.a * tex2D(_Splat3, IN.uvSplat23.zw) * half4(1.0, 1.0, 1.0, defaultAlpha.a);
#ifdef _TERRAIN_NORMAL_MAP
fixed4 nrm = 0.0f;
half4 nrm = 0.0f;
nrm += splat_control.r * tex2D(_Normal0, IN.uvSplat01.xy);
nrm += splat_control.g * tex2D(_Normal1, IN.uvSplat01.zw);
nrm += splat_control.b * tex2D(_Normal2, IN.uvSplat23.xy);

mixedNormal = fixed3(0, 0, 1);
mixedNormal = half3(0, 0, 1);
VertexOutput SplatmapVert(appdata_full v)
VertexOutput SplatmapVert(VertexInput v)
UNITY_INITIALIZE_OUTPUT(VertexOutput, o);
float4 clipPos = UnityObjectToClipPos(v.vertex);
float3 positionWS = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
float4 clipPos = TransformWorldToHClip(positionWS);
o.uvSplat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0);
o.uvSplat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1);

float4 vertexTangent = float4(cross(v.normal, float3(0, 0, 1)), -1.0);
OutputTangentToWorld(vertexTangent, v.normal, o.tangent, o.binormal, o.normal);
#else
o.normal = UnityObjectToWorldNormal(v.normal);
o.normal = TransformObjectToWorldNormal(v.normal);
#endif
o.fogFactorAndVertexLight.x = ComputeFogFactor(clipPos.z);
o.fogFactorAndVertexLight.yzw = VertexLighting(positionWS, o.normal);

{
half4 splat_control;
half weight;
fixed4 mixedDiffuse;
half4 mixedDiffuse;
half4 defaultSmoothness = half4(_Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3);
half3 normalTangent;
SplatmapMix(IN, defaultSmoothness, splat_control, weight, mixedDiffuse, normalTangent);

half3 indirectDiffuse = half3(0, 0, 0);
#if LIGHTMAP_ON
float2 lightmapUV = IN.uvControlAndLM.zw;
float4 lightmapUV = half4(IN.uvControlAndLM.zw, 0.0, 0.0);
indirectDiffuse = SampleLightmap(lightmapUV, normalWS);
#endif

IN.fogFactorAndVertexLight.yzw, albedo, metallic, specular, smoothness, /* occlusion */ 1.0, /* emission */ half3(0, 0, 0), alpha);
ApplyFog(color.rgb, fogFactor);
return OUTPUT_COLOR(color);
return color;
ENDCG
ENDHLSL
}
Pass

ZWrite On
ColorMask 0
CGPROGRAM
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#include "UnityCG.cginc"
#include "LightweightShaderLibrary/Core.hlsl"
return UnityObjectToClipPos(pos);
return TransformObjectToHClip(pos.xyz);
}
half4 frag() : SV_TARGET

ENDCG
ENDHLSL
}
}

28
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightUnlit.shader


Pass
{
CGPROGRAM
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ENABLE STEREO_MULTIVIEW_ENABLE
#include "LightweightCore.cginc"
#include "LightweightSurfaceInput.cginc"
// Lighting include is needed because of GI
#include "LightweightShaderLibrary/Lighting.hlsl"
#include "LightweightShaderLibrary/InputSurface.hlsl"
struct VertexInput
{

float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput

#endif
#endif
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert(VertexInput v)

UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.vertex = TransformObjectToHClip(v.vertex.xyz);
o.uv0AndFogCoord.xy = TRANSFORM_TEX(v.uv, _MainTex);
o.uv0AndFogCoord.z = ComputeFogFactor(o.vertex.z);

return o;
}
fixed4 frag(VertexOutput IN) : SV_Target
half4 frag(VertexOutput IN) : SV_Target
half4 texColor = tex2D(_MainTex, uv);
half4 texColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
half3 color = texColor.rgb * _Color.rgb;
half alpha = texColor.a * _Color.a;

ApplyFog(color, IN.uv0AndFogCoord.z);
#ifdef _ALPHABLEND_ON
return fixed4(color, alpha);
return half4(color, alpha);
return fixed4(color, 1.0);
return half4(color, 1.0);
ENDCG
ENDHLSL
}
}
CustomEditor "LightweightUnlitGUI"

6
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/006_LitShaderLightProbes/LightingData.asset
文件差异内容过多而无法显示
查看文件

3
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/Hole_mesh.mat


m_PrefabInternal: {fileID: 0}
m_Name: Hole_mesh
m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
m_ShaderKeywords: _ALPHATEST_ON _METALLICGLOSSMAP _METALLICSPECGLOSSMAP _METALLIC_SETUP
_NORMALMAP
m_ShaderKeywords: _ALPHATEST_ON _METALLICGLOSSMAP _METALLICSPECGLOSSMAP _NORMALMAP
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0

21
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/028_PostProcessing_Custom.unity


--- !u!104 &2
RenderSettings:
m_ObjectHideFlags: 0
serializedVersion: 8
serializedVersion: 9
m_Fog: 0
m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
m_FogMode: 3

m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 0}
m_IndirectSpecularColor: {r: 0.18297595, g: 0.22866462, b: 0.30681777, a: 1}
m_UseRadianceAmbientProbe: 0
--- !u!157 &3
LightmapSettings:
m_ObjectHideFlags: 0

m_EnableBakedLightmaps: 1
m_EnableRealtimeLightmaps: 0
m_LightmapEditorSettings:
serializedVersion: 9
serializedVersion: 10
m_TextureWidth: 1024
m_TextureHeight: 1024
m_AtlasSize: 1024
m_AO: 0
m_AOMaxDistance: 1
m_CompAOExponent: 1

m_PVRFilteringAtrousPositionSigmaDirect: 0.5
m_PVRFilteringAtrousPositionSigmaIndirect: 2
m_PVRFilteringAtrousPositionSigmaAO: 1
m_ShowResolutionOverlay: 1
m_LightingDataAsset: {fileID: 112000002, guid: 416f90dbdc63d468294664a687466f7c,
type: 2}
m_UseShadowmask: 0

m_TargetDisplay: 0
m_TargetEye: 3
m_HDR: 0
m_AllowMSAA: 0
m_AllowMSAA: 1
m_AllowDynamicResolution: 0
m_ForceIntoRT: 1
m_OcclusionCulling: 1

colorBlindnessStrength: 1
m_Resources: {fileID: 11400000, guid: d82512f9c8e5d4a4d938b575d47f88d4, type: 2}
m_ShowToolkit: 0
m_ShowCustomSorter: 1
m_ShowCustomSorter: 0
breakBeforeColorGrading: 0
m_BeforeTransparentBundles:
- assemblyQualifiedName: InvertOpaque, Assembly-CSharp, Version=0.0.0.0, Culture=neutral,

m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RenderingLayerMask: 4294967295
m_Materials:
- {fileID: 2100000, guid: b74809b6df3aa43d7956d404db53f23e, type: 2}
m_StaticBatchInfo:

m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RenderingLayerMask: 4294967295
m_Materials:
- {fileID: 2100000, guid: 31321ba15b8f8eb4c954353edc038b1d, type: 2}
m_StaticBatchInfo:

m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RenderingLayerMask: 4294967295
m_Materials:
- {fileID: 2100000, guid: b74809b6df3aa43d7956d404db53f23e, type: 2}
m_StaticBatchInfo:

m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RenderingLayerMask: 4294967295
m_Materials:
- {fileID: 2100000, guid: 43e17d832791f421e868559e8db0283a, type: 2}
m_StaticBatchInfo:

m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RenderingLayerMask: 4294967295
m_Materials:
- {fileID: 2100000, guid: 31321ba15b8f8eb4c954353edc038b1d, type: 2}
m_StaticBatchInfo:

m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RenderingLayerMask: 4294967295
m_Materials:
- {fileID: 2100000, guid: 43e17d832791f421e868559e8db0283a, type: 2}
m_StaticBatchInfo:

m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RenderingLayerMask: 4294967295
m_Materials:
- {fileID: 2100000, guid: 31321ba15b8f8eb4c954353edc038b1d, type: 2}
m_StaticBatchInfo:

m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RenderingLayerMask: 4294967295
m_Materials:
- {fileID: 2100000, guid: b74809b6df3aa43d7956d404db53f23e, type: 2}
m_StaticBatchInfo:

2
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/028_PostProcessing_Custom/Scripts/InvertOpaque.shader


{
float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord);
return 1-color;
return float4(1-color.rgb, color.a);
}
ENDHLSL

22
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor.unity


--- !u!104 &2
RenderSettings:
m_ObjectHideFlags: 0
serializedVersion: 8
serializedVersion: 9
m_Fog: 0
m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
m_FogMode: 3

m_AmbientEquatorColor: {r: 0.7058823, g: 0.8761609, b: 1, a: 1}
m_AmbientGroundColor: {r: 1, g: 0.73039234, b: 0.19117647, a: 1}
m_AmbientIntensity: 0
m_AmbientMode: 1
m_AmbientMode: 3
m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1}
m_SkyboxMaterial: {fileID: 2100000, guid: ce77733c08cfa4b49b650c1ace29f0e9, type: 2}
m_HaloStrength: 0.5

m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 0}
m_IndirectSpecularColor: {r: 0.5423716, g: 0.4884358, b: 0.49541453, a: 1}
m_UseRadianceAmbientProbe: 0
--- !u!157 &3
LightmapSettings:
m_ObjectHideFlags: 0

m_EnableBakedLightmaps: 0
m_EnableRealtimeLightmaps: 0
m_LightmapEditorSettings:
serializedVersion: 9
serializedVersion: 10
m_TextureWidth: 1024
m_TextureHeight: 1024
m_AtlasSize: 1024
m_AO: 0
m_AOMaxDistance: 1
m_CompAOExponent: 1

m_PVRFilteringAtrousPositionSigmaDirect: 0.5
m_PVRFilteringAtrousPositionSigmaIndirect: 2
m_PVRFilteringAtrousPositionSigmaAO: 1
m_ShowResolutionOverlay: 1
m_LightingDataAsset: {fileID: 112000002, guid: b963f66ea5430454684b1a7a5770a2fc,
type: 2}
m_UseShadowmask: 0

m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RenderingLayerMask: 4294967295
m_Materials:
- {fileID: 2100000, guid: 9acf8eda25c6e46419cdde0827388bd9, type: 2}
m_StaticBatchInfo:

m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RenderingLayerMask: 4294967295
m_Materials:
- {fileID: 2100000, guid: 6602e4dc96b9e49e4b91b974a55eaaf0, type: 2}
m_StaticBatchInfo:

m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RenderingLayerMask: 4294967295
m_Materials:
- {fileID: 2100000, guid: ca1f754b1599664458d307a4f7806750, type: 2}
m_StaticBatchInfo:

m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RenderingLayerMask: 4294967295
m_Materials:
- {fileID: 2100000, guid: 8b19d583097348e4b9bfc4bd24c213fd, type: 2}
m_StaticBatchInfo:

m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RenderingLayerMask: 4294967295
m_Materials:
- {fileID: 2100000, guid: 35fb1fa78d82163468e423826eca94ef, type: 2}
m_StaticBatchInfo:

m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RenderingLayerMask: 4294967295
m_Materials:
- {fileID: 2100000, guid: d2227d87c9e2dfa4e8bfc9cec6a79dde, type: 2}
m_StaticBatchInfo:

m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RenderingLayerMask: 4294967295
m_Materials:
- {fileID: 2100000, guid: 6dfc1ad7348e02845849cd5c1ecc7a6d, type: 2}
m_StaticBatchInfo:

m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RenderingLayerMask: 4294967295
m_Materials:
- {fileID: 2100000, guid: 5b461f0df538a06478d749ced2fd5ca2, type: 2}
m_StaticBatchInfo:

m_Script: {fileID: 11500000, guid: 7a68c43fe1f2a47cfa234b5eeaa98012, type: 3}
m_Name:
m_EditorClassIdentifier:
m_Version: 1
m_InnerSpotPercent: 0
lightDimmer: 1
fadeDistance: 10000

spotLightShape: 0
shapeLength: 0.5
shapeWidth: 0.5
aspectRatio: 1
shapeRadius: 0
maxSmoothness: 1
applyRangeAttenuation: 1

m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RenderingLayerMask: 4294967295
m_Materials:
- {fileID: 2100000, guid: 6e889e08cb1ea5149a0dd83cb1b721a3, type: 2}
m_StaticBatchInfo:

4
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor/LightingData.asset
文件差异内容过多而无法显示
查看文件

2
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor/LightingData.asset.meta


fileFormatVersion: 2
guid: b963f66ea5430454684b1a7a5770a2fc
timeCreated: 1509379082
licenseType: Pro
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 25800000

1001
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor/ReflectionProbe-0.exr
文件差异内容过多而无法显示
查看文件

5
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/033_Shader_HighlightsEnvironmentGradientSH/LightingData.asset
文件差异内容过多而无法显示
查看文件

2
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/033_Shader_HighlightsEnvironmentGradientSH/LightingData.asset.meta


fileFormatVersion: 2
guid: 4b8770423f3cd41d88a12f7bfc8e2dc3
timeCreated: 1509379112
licenseType: Pro
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 25800000

11
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders.unity


--- !u!104 &2
RenderSettings:
m_ObjectHideFlags: 0
serializedVersion: 8
serializedVersion: 9
m_Fog: 0
m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
m_FogMode: 3

m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 0}
m_IndirectSpecularColor: {r: 0.14995675, g: 0.16868491, b: 0.17473538, a: 1}
m_UseRadianceAmbientProbe: 0
--- !u!157 &3
LightmapSettings:
m_ObjectHideFlags: 0

m_EnableBakedLightmaps: 1
m_EnableRealtimeLightmaps: 1
m_LightmapEditorSettings:
serializedVersion: 9
serializedVersion: 10
m_TextureWidth: 1024
m_TextureHeight: 1024
m_AtlasSize: 1024
m_AO: 0
m_AOMaxDistance: 1
m_CompAOExponent: 1

m_PVRFilteringAtrousPositionSigmaDirect: 0.5
m_PVRFilteringAtrousPositionSigmaIndirect: 2
m_PVRFilteringAtrousPositionSigmaAO: 1
m_ShowResolutionOverlay: 1
m_LightingDataAsset: {fileID: 112000002, guid: 7932049343d2440b5906dd159645b31c,
type: 2}
m_UseShadowmask: 1

m_Script: {fileID: 11500000, guid: c20dfc007a9a74ad8a2bfd0d59abe398, type: 3}
m_Name:
m_EditorClassIdentifier:
renderPipeline: {fileID: 0}
renderPipeline: {fileID: 11400000, guid: e6987eea1dd29074597d54ed91a54a26, type: 2}
cameraToUse: {fileID: 1368807769}
hdr: 0
msaaSamples: 1

2
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/Billboard.mat


m_Offset: {x: 0, y: 0}
m_Floats:
- _Cutoff: 0.33
- _Shininess: 0.125
- _SpecColor: {r: 0.5, g: 0.5, b: 0.5, a: 0}

2
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/LOD0/Branches_0.mat


m_Floats:
- _Cull: 2
- _Cutoff: 0.33
- _Shininess: 0.125
- _SpecColor: {r: 0.5, g: 0.5, b: 0.5, a: 0}

4
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/LOD0/Leaves_1.mat


m_ShaderKeywords: EFFECT_BUMP EFFECT_HUE_VARIATION GEOM_TYPE_LEAF
m_LightmapFlags: 5
m_EnableInstancingVariants: 1
m_DoubleSidedGI: 0
m_DoubleSidedGI: 1
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []

m_Floats:
- _Cull: 0
- _Cutoff: 0.33
- _Shininess: 0.125
- _SpecColor: {r: 0.5, g: 0.5, b: 0.5, a: 0}

2
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/LOD1/Branches_0.mat


m_Floats:
- _Cull: 2
- _Cutoff: 0.33
- _Shininess: 0.125
- _SpecColor: {r: 0.5, g: 0.5, b: 0.5, a: 0}

4
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/LOD1/Leaves_1.mat


m_ShaderKeywords: EFFECT_BUMP EFFECT_HUE_VARIATION GEOM_TYPE_LEAF
m_LightmapFlags: 5
m_EnableInstancingVariants: 1
m_DoubleSidedGI: 0
m_DoubleSidedGI: 1
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []

m_Floats:
- _Cull: 0
- _Cutoff: 0.33
- _Shininess: 0.125
- _SpecColor: {r: 0.5, g: 0.5, b: 0.5, a: 0}

2
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/LOD2/Branches_0.mat


m_Floats:
- _Cull: 2
- _Cutoff: 0.33
- _Shininess: 0.125
- _SpecColor: {r: 0.5, g: 0.5, b: 0.5, a: 0}

4
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/LOD2/Leaves_1.mat


m_ShaderKeywords: EFFECT_BUMP EFFECT_HUE_VARIATION GEOM_TYPE_LEAF
m_LightmapFlags: 5
m_EnableInstancingVariants: 1
m_DoubleSidedGI: 0
m_DoubleSidedGI: 1
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []

m_Floats:
- _Cull: 0
- _Cutoff: 0.33
- _Shininess: 0.125
- _SpecColor: {r: 0.5, g: 0.5, b: 0.5, a: 0}

7
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile.spm.meta


fileFormatVersion: 2
guid: 1e84b98fc4c200c4aa16e1ec38895673
timeCreated: 1452616713
licenseType: Store
externalObjects: {}
specColor: {r: 0.5, g: 0.5, b: 0.5, a: 0}
shininess: 0.125
alphaTestRef: 0.33
bestWindQuality: 4
hasBillboard: 1

billboardTransitionCrossFadeWidth: 0.25
fadeOutWidth: 0.25
scaleFactor: 0.3048
materialVersion: 2
materialVersion: 3
userData:
assetBundleName:
assetBundleVariant:

948
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/New Terrain.asset
文件差异内容过多而无法显示
查看文件

1001
ImageTemplates/LightweightPipeline/Scenes/028_PostProcessing_Custom.unity.png
文件差异内容过多而无法显示
查看文件

83
ImageTemplates/LightweightPipeline/Scenes/028_PostProcessing_Custom.unity.png.meta


fileFormatVersion: 2
guid: 39ce6dcfac59140ea98f0dea4a139d84
TextureImporter:
fileIDToRecycleName: {}
externalObjects: {}
serializedVersion: 5
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
isReadable: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -1
wrapU: -1
wrapV: -1
wrapW: -1
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spritePixelsToUnits: 100
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 1
singleChannelComponent: 0
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
platformSettings:
- serializedVersion: 2
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 0
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
vertices: []
indices:
edges: []
weights: []
spritePackingTag:
userData:
assetBundleName:
assetBundleVariant:

1001
ImageTemplates/LightweightPipeline/Scenes/040_UpgradeScene.unity.png
文件差异内容过多而无法显示
查看文件

83
ImageTemplates/LightweightPipeline/Scenes/040_UpgradeScene.unity.png.meta


fileFormatVersion: 2
guid: d6b323d08f193451294b2f064f51646e
TextureImporter:
fileIDToRecycleName: {}
externalObjects: {}
serializedVersion: 5
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
isReadable: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -1
wrapU: -1
wrapV: -1
wrapW: -1
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spritePixelsToUnits: 100
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 1
singleChannelComponent: 0
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
platformSettings:
- serializedVersion: 2
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 0
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
vertices: []
indices:
edges: []
weights: []
spritePackingTag:
userData:
assetBundleName:
assetBundleVariant:

911
ImageTemplates/LightweightPipeline/Scenes/042_Lighting_Scene_VertexLighting.unity.png

之前 之后
宽度: 1280  |  高度: 720  |  大小: 219 KiB

83
ImageTemplates/LightweightPipeline/Scenes/042_Lighting_Scene_VertexLighting.unity.png.meta


fileFormatVersion: 2
guid: 8a1011d02a7eb4e4f916f8661a3e674b
TextureImporter:
fileIDToRecycleName: {}
externalObjects: {}
serializedVersion: 5
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
isReadable: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -1
wrapU: -1
wrapV: -1
wrapW: -1
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spritePixelsToUnits: 100
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 1
singleChannelComponent: 0
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
platformSettings:
- serializedVersion: 2
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 0
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
vertices: []
indices:
edges: []
weights: []
spritePackingTag:
userData:
assetBundleName:
assetBundleVariant:

1001
ImageTemplates/LightweightPipeline/Scenes/043_Lighting_Mixed_ShadowMask.unity.png
文件差异内容过多而无法显示
查看文件

83
ImageTemplates/LightweightPipeline/Scenes/043_Lighting_Mixed_ShadowMask.unity.png.meta


fileFormatVersion: 2
guid: 566e2c80cc57f4f72b621373104cef40
TextureImporter:
fileIDToRecycleName: {}
externalObjects: {}
serializedVersion: 5
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
isReadable: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -1
wrapU: -1
wrapV: -1
wrapW: -1
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spritePixelsToUnits: 100
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 1
singleChannelComponent: 0
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
platformSettings:
- serializedVersion: 2
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 0
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
vertices: []
indices:
edges: []
weights: []
spritePackingTag:
userData:
assetBundleName:
assetBundleVariant:

1001
ImageTemplates/LightweightPipeline/Scenes/044_ReflectionProbe.unity.png
文件差异内容过多而无法显示
查看文件

83
ImageTemplates/LightweightPipeline/Scenes/044_ReflectionProbe.unity.png.meta


fileFormatVersion: 2
guid: e578814105db94b72a73232057b45de4
TextureImporter:
fileIDToRecycleName: {}
externalObjects: {}
serializedVersion: 5
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 1
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
isReadable: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -1
wrapU: -1
wrapV: -1
wrapW: -1
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spritePixelsToUnits: 100
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 1
singleChannelComponent: 0
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
platformSettings:
- serializedVersion: 2
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 0
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
vertices: []
indices:
edges: []
weights: []
spritePackingTag:
userData:
assetBundleName:
assetBundleVariant:

9
SampleScenes/Common/Scripts/Klak.meta


fileFormatVersion: 2
guid: d80c83752a75c40649d0a3c49a424bd4
folderAsset: yes
timeCreated: 1452473625
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

8
SampleScenes/HDTest/AnimTest.meta


fileFormatVersion: 2
guid: a2337511a16684d4281d1352f5d2853a
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

713
SampleScenes/HDTest/AnimTest.unity


%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!29 &1
OcclusionCullingSettings:
m_ObjectHideFlags: 0
serializedVersion: 2
m_OcclusionBakeSettings:
smallestOccluder: 5
smallestHole: 0.25
backfaceThreshold: 100
m_SceneGUID: 00000000000000000000000000000000
m_OcclusionCullingData: {fileID: 0}
--- !u!104 &2
RenderSettings:
m_ObjectHideFlags: 0
serializedVersion: 9
m_Fog: 0
m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
m_FogMode: 3
m_FogDensity: 0.01
m_LinearFogStart: 0
m_LinearFogEnd: 300
m_AmbientSkyColor: {r: 0.212, g: 0.227, b: 0.259, a: 1}
m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1}
m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1}
m_AmbientIntensity: 1
m_AmbientMode: 0
m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1}
m_SkyboxMaterial: {fileID: 0}
m_HaloStrength: 0.5
m_FlareStrength: 1
m_FlareFadeSpeed: 3
m_HaloTexture: {fileID: 0}
m_SpotCookie: {fileID: 10001, guid: 0000000000000000e000000000000000, type: 0}
m_DefaultReflectionMode: 0
m_DefaultReflectionResolution: 128
m_ReflectionBounces: 1
m_ReflectionIntensity: 1
m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 0}
m_IndirectSpecularColor: {r: 0.2434549, g: 0.2638216, b: 0.3143337, a: 1}
m_UseRadianceAmbientProbe: 0
--- !u!157 &3
LightmapSettings:
m_ObjectHideFlags: 0
serializedVersion: 11
m_GIWorkflowMode: 0
m_GISettings:
serializedVersion: 2
m_BounceScale: 1
m_IndirectOutputScale: 1
m_AlbedoBoost: 1
m_TemporalCoherenceThreshold: 1
m_EnvironmentLightingMode: 0
m_EnableBakedLightmaps: 1
m_EnableRealtimeLightmaps: 1
m_LightmapEditorSettings:
serializedVersion: 10
m_Resolution: 2
m_BakeResolution: 40
m_AtlasSize: 1024
m_AO: 0
m_AOMaxDistance: 1
m_CompAOExponent: 0
m_CompAOExponentDirect: 0
m_Padding: 2
m_LightmapParameters: {fileID: 0}
m_LightmapsBakeMode: 1
m_TextureCompression: 1
m_FinalGather: 0
m_FinalGatherFiltering: 1
m_FinalGatherRayCount: 1024
m_ReflectionCompression: 2
m_MixedBakeMode: 1
m_BakeBackend: 0
m_PVRSampling: 1
m_PVRDirectSampleCount: 32
m_PVRSampleCount: 500
m_PVRBounces: 2
m_PVRFilterTypeDirect: 0
m_PVRFilterTypeIndirect: 0
m_PVRFilterTypeAO: 0
m_PVRFilteringMode: 1
m_PVRCulling: 1
m_PVRFilteringGaussRadiusDirect: 1
m_PVRFilteringGaussRadiusIndirect: 5
m_PVRFilteringGaussRadiusAO: 2
m_PVRFilteringAtrousPositionSigmaDirect: 0.5
m_PVRFilteringAtrousPositionSigmaIndirect: 2
m_PVRFilteringAtrousPositionSigmaAO: 1
m_ShowResolutionOverlay: 1
m_LightingDataAsset: {fileID: 0}
m_UseShadowmask: 0
--- !u!196 &4
NavMeshSettings:
serializedVersion: 2
m_ObjectHideFlags: 0
m_BuildSettings:
serializedVersion: 2
agentTypeID: 0
agentRadius: 0.5
agentHeight: 2
agentSlope: 45
agentClimb: 0.4
ledgeDropHeight: 0
maxJumpAcrossDistance: 0
minRegionArea: 2
manualCellSize: 0
cellSize: 0.16666667
manualTileSize: 0
tileSize: 256
accuratePlacement: 0
debug:
m_Flags: 0
m_NavMeshData: {fileID: 0}
--- !u!4 &318119155 stripped
Transform:
m_PrefabParentObject: {fileID: 400002, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
m_PrefabInternal: {fileID: 676722406}
--- !u!114 &335504040
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 0d7593b3a9277ac4696b20006c21dde2, type: 3}
m_Name:
m_EditorClassIdentifier:
active: 1
skyType:
m_OverrideState: 1
m_Value: 1
fogType:
m_OverrideState: 0
m_Value: 0
--- !u!1 &450944471
GameObject:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
serializedVersion: 5
m_Component:
- component: {fileID: 450944473}
- component: {fileID: 450944472}
m_Layer: 0
m_Name: Scene Settings
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!114 &450944472
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 450944471}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 172515602e62fb746b5d573b38a5fe58, type: 3}
m_Name:
m_EditorClassIdentifier:
isGlobal: 1
priority: 0
blendDistance: 0
weight: 1
components:
- {fileID: 335504040}
- {fileID: 1585182893}
--- !u!4 &450944473
Transform:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 450944471}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -0.18090439, y: 1.6005194, z: 0.19394207}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &655186050
GameObject:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
serializedVersion: 5
m_Component:
- component: {fileID: 655186054}
- component: {fileID: 655186053}
- component: {fileID: 655186055}
- component: {fileID: 655186052}
- component: {fileID: 655186051}
m_Layer: 0
m_Name: Camera
m_TagString: MainCamera
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!114 &655186051
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 655186050}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 8b9a305e18de0c04dbd257a21cd47087, type: 3}
m_Name:
m_EditorClassIdentifier:
sharedProfile: {fileID: 11400000, guid: 5c20531808346634aad05aa66fad8d9d, type: 2}
isGlobal: 1
blendDistance: 0
weight: 1
priority: 0
--- !u!114 &655186052
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 655186050}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 948f4100a11a5c24981795d21301da5c, type: 3}
m_Name:
m_EditorClassIdentifier:
volumeTrigger: {fileID: 655186054}
volumeLayer:
serializedVersion: 2
m_Bits: 1
stopNaNPropagation: 1
antialiasingMode: 1
temporalAntialiasing:
jitterSpread: 0.75
sharpness: 0.25
stationaryBlending: 0.95
motionBlending: 0.85
fastApproximateAntialiasing:
mobileOptimized: 0
keepAlpha: 0
fog:
enabled: 1
excludeSkybox: 1
debugLayer:
lightMeter:
width: 512
height: 256
showCurves: 1
histogram:
width: 512
height: 256
channel: 3
waveform:
exposure: 0.12
height: 256
vectorscope:
size: 256
exposure: 0.12
overlaySettings:
motionColorIntensity: 4
motionGridSize: 64
colorBlindnessType: 0
colorBlindnessStrength: 1
m_Resources: {fileID: 11400000, guid: d82512f9c8e5d4a4d938b575d47f88d4, type: 2}
m_ShowToolkit: 0
m_ShowCustomSorter: 0
breakBeforeColorGrading: 0
m_BeforeTransparentBundles:
- assemblyQualifiedName: InvertOpaque, Assembly-CSharp, Version=0.0.0.0, Culture=neutral,
PublicKeyToken=null
m_BeforeStackBundles:
- assemblyQualifiedName: HalfToneOpaque, Assembly-CSharp, Version=0.0.0.0, Culture=neutral,
PublicKeyToken=null
m_AfterStackBundles: []
--- !u!20 &655186053
Camera:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 655186050}
m_Enabled: 1
serializedVersion: 2
m_ClearFlags: 2
m_BackGroundColor: {r: 0, g: 0, b: 0, a: 0}
m_NormalizedViewPortRect:
serializedVersion: 2
x: 0
y: 0
width: 1
height: 1
near clip plane: 0.3
far clip plane: 1000
field of view: 60
orthographic: 0
orthographic size: 5
m_Depth: 0
m_CullingMask:
serializedVersion: 2
m_Bits: 4294967295
m_RenderingPath: -1
m_TargetTexture: {fileID: 0}
m_TargetDisplay: 0
m_TargetEye: 3
m_HDR: 0
m_AllowMSAA: 0
m_AllowDynamicResolution: 0
m_ForceIntoRT: 0
m_OcclusionCulling: 1
m_StereoConvergence: 10
m_StereoSeparation: 0.022
--- !u!4 &655186054
Transform:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 655186050}
m_LocalRotation: {x: -0.115039274, y: 0.4271133, z: -0.054894425, w: -0.89516866}
m_LocalPosition: {x: 2.629, y: 1.8649039, z: -2.446}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &655186055
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 655186050}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 618b0e3f6c65dd247a4a016150006c57, type: 3}
m_Name:
m_EditorClassIdentifier:
m_LookSpeedController: 120
m_LookSpeedMouse: 5
m_MoveSpeed: 7
m_Turbo: 5
--- !u!1001 &676722406
Prefab:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Modification:
m_TransformParent: {fileID: 1014507878}
m_Modifications:
- target: {fileID: 400002, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
propertyPath: m_LocalPosition.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 400002, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
propertyPath: m_LocalPosition.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 400002, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
propertyPath: m_LocalPosition.z
value: 0
objectReference: {fileID: 0}
- target: {fileID: 400002, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
propertyPath: m_LocalRotation.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 400002, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
propertyPath: m_LocalRotation.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 400002, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
propertyPath: m_LocalRotation.z
value: 0
objectReference: {fileID: 0}
- target: {fileID: 400002, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
propertyPath: m_LocalRotation.w
value: 1
objectReference: {fileID: 0}
- target: {fileID: 400002, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
propertyPath: m_RootOrder
value: 0
objectReference: {fileID: 0}
- target: {fileID: 9500000, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
propertyPath: m_Controller
value:
objectReference: {fileID: 9100000, guid: d5897f9858ba17d43964ab8e9a1d95d8, type: 2}
- target: {fileID: 400000, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
propertyPath: m_LocalRotation.x
value: 0.5252689
objectReference: {fileID: 0}
- target: {fileID: 400000, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
propertyPath: m_LocalRotation.y
value: -0.48553398
objectReference: {fileID: 0}
- target: {fileID: 400000, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
propertyPath: m_LocalRotation.z
value: -0.51061034
objectReference: {fileID: 0}
- target: {fileID: 400000, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
propertyPath: m_LocalRotation.w
value: 0.4771022
objectReference: {fileID: 0}
- target: {fileID: 400000, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
propertyPath: m_LocalPosition.x
value: 0.0015687451
objectReference: {fileID: 0}
- target: {fileID: 400000, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
propertyPath: m_LocalPosition.y
value: 0.92424095
objectReference: {fileID: 0}
- target: {fileID: 400000, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
propertyPath: m_LocalPosition.z
value: -0.015086338
objectReference: {fileID: 0}
- target: {fileID: 400048, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
propertyPath: m_LocalRotation.x
value: 0.49262917
objectReference: {fileID: 0}
- target: {fileID: 400048, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
propertyPath: m_LocalRotation.y
value: -0.5076663
objectReference: {fileID: 0}
- target: {fileID: 400048, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
propertyPath: m_LocalRotation.z
value: -0.5014914
objectReference: {fileID: 0}
- target: {fileID: 400048, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
propertyPath: m_LocalRotation.w
value: 0.49809417
objectReference: {fileID: 0}
- target: {fileID: 400048, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
propertyPath: m_LocalPosition.x
value: 0.0038726814
objectReference: {fileID: 0}
- target: {fileID: 400048, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
propertyPath: m_LocalPosition.y
value: 1.3316532
objectReference: {fileID: 0}
- target: {fileID: 400048, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
propertyPath: m_LocalPosition.z
value: -0.008904721
objectReference: {fileID: 0}
m_RemovedComponents: []
m_ParentPrefab: {fileID: 100100000, guid: 427d34d6970bfe74f99a26b6745ccbc5, type: 3}
m_IsPrefabParent: 0
--- !u!1 &1014507877
GameObject:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
serializedVersion: 5
m_Component:
- component: {fileID: 1014507878}
m_Layer: 0
m_Name: Dancer Rig
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &1014507878
Transform:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1014507877}
m_LocalRotation: {x: -0, y: 1, z: -0, w: 0}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 318119155}
m_Father: {fileID: 0}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &1086230580
GameObject:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
serializedVersion: 5
m_Component:
- component: {fileID: 1086230582}
- component: {fileID: 1086230581}
- component: {fileID: 1086230584}
- component: {fileID: 1086230583}
m_Layer: 0
m_Name: Directional Light
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!108 &1086230581
Light:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1086230580}
m_Enabled: 1
serializedVersion: 8
m_Type: 1
m_Color: {r: 1, g: 0.93184584, b: 0.8455882, a: 1}
m_Intensity: 5
m_Range: 10
m_SpotAngle: 30
m_CookieSize: 10
m_Shadows:
m_Type: 1
m_Resolution: -1
m_CustomResolution: -1
m_Strength: 1
m_Bias: 0.001
m_NormalBias: 0
m_NearPlane: 0.2
m_Cookie: {fileID: 0}
m_DrawHalo: 0
m_Flare: {fileID: 0}
m_RenderMode: 0
m_CullingMask:
serializedVersion: 2
m_Bits: 4294967295
m_Lightmapping: 4
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_ColorTemperature: 7744
m_UseColorTemperature: 1
m_ShadowRadius: 0
m_ShadowAngle: 0
--- !u!4 &1086230582
Transform:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1086230580}
m_LocalRotation: {x: 0.18766437, y: 0.5051309, z: -0.20049936, w: 0.8181839}
m_LocalPosition: {x: -1.731, y: 2.787, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 30.640001, y: 60.838, z: -9.264001}
--- !u!114 &1086230583
MonoBehaviour:
m_ObjectHideFlags: 2
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1086230580}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: c6c2871f720b2af4e9210febdac74517, type: 3}
m_Name:
m_EditorClassIdentifier:
shadowResolution: 2048
shadowDimmer: 1
shadowFadeDistance: 10000
shadowCascadeCount: 4
shadowCascadeRatios:
- 0.024
- 0.2
- 0.3
shadowCascadeBorders:
- 0.2
- 0.2
- 0.2
- 0.2
shadowAlgorithm: 0
shadowVariant: 3
shadowPrecision: 0
shadowData:
format: 3
data: 52499d3a0000803f
shadowDatas:
- format: 0
data: 0bd7a33b0000803f
- format: 3
data: 52499d3a0000803f
--- !u!114 &1086230584
MonoBehaviour:
m_ObjectHideFlags: 2
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1086230580}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 7a68c43fe1f2a47cfa234b5eeaa98012, type: 3}
m_Name:
m_EditorClassIdentifier:
m_Version: 1
m_InnerSpotPercent: 0
lightDimmer: 1
fadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
lightTypeExtent: 0
spotLightShape: 0
shapeWidth: 0.5
shapeHeight: 0.5
aspectRatio: 1
shapeRadius: 0
maxSmoothness: 1
applyRangeAttenuation: 1
useOldInspector: 0
featuresFoldout: 1
showAdditionalSettings: 0
--- !u!114 &1585182893
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 59b6606ef2548734bb6d11b9d160bc7e, type: 3}
m_Name:
m_EditorClassIdentifier:
active: 1
rotation:
m_OverrideState: 0
m_Value: 0
min: 0
max: 360
exposure:
m_OverrideState: 0
m_Value: 0
multiplier:
m_OverrideState: 0
m_Value: 1
min: 0
resolution:
m_OverrideState: 1
m_Value: 256
updateMode:
m_OverrideState: 0
m_Value: 0
updatePeriod:
m_OverrideState: 0
m_Value: 0
min: 0
useForBaking: 1
skyHDRI:
m_OverrideState: 1
m_Value: {fileID: 8900000, guid: a484b152a713c486e98ed7a992f53a51, type: 3}
--- !u!1 &1685946095
GameObject:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
serializedVersion: 5
m_Component:
- component: {fileID: 1685946099}
- component: {fileID: 1685946098}
- component: {fileID: 1685946097}
m_Layer: 0
m_Name: Floor
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!23 &1685946097
MeshRenderer:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1685946095}
m_Enabled: 1
m_CastShadows: 1
m_ReceiveShadows: 1
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RenderingLayerMask: 4294967295
m_Materials:
- {fileID: 2100000, guid: 73c176f402d2c2f4d929aa5da7585d17, type: 2}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 0
m_SelectedEditorRenderState: 3
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
--- !u!33 &1685946098
MeshFilter:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1685946095}
m_Mesh: {fileID: 10209, guid: 0000000000000000e000000000000000, type: 0}
--- !u!4 &1685946099
Transform:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1685946095}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 250, y: 1, z: 250}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 4
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}

8
SampleScenes/HDTest/AnimTest.unity.meta


fileFormatVersion: 2
guid: 6d71021a10b6b624c8862f7d023897f1
timeCreated: 1457255157
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

968
SampleScenes/HDTest/AnimTest2.unity


%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!29 &1
OcclusionCullingSettings:
m_ObjectHideFlags: 0
serializedVersion: 2
m_OcclusionBakeSettings:
smallestOccluder: 5
smallestHole: 0.25
backfaceThreshold: 100
m_SceneGUID: 00000000000000000000000000000000
m_OcclusionCullingData: {fileID: 0}
--- !u!104 &2
RenderSettings:
m_ObjectHideFlags: 0
serializedVersion: 9
m_Fog: 0
m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
m_FogMode: 3
m_FogDensity: 0.01
m_LinearFogStart: 0
m_LinearFogEnd: 300
m_AmbientSkyColor: {r: 0.212, g: 0.227, b: 0.259, a: 1}
m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1}
m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1}
m_AmbientIntensity: 1
m_AmbientMode: 0
m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1}
m_SkyboxMaterial: {fileID: 0}
m_HaloStrength: 0.5
m_FlareStrength: 1
m_FlareFadeSpeed: 3
m_HaloTexture: {fileID: 0}
m_SpotCookie: {fileID: 10001, guid: 0000000000000000e000000000000000, type: 0}
m_DefaultReflectionMode: 0
m_DefaultReflectionResolution: 128
m_ReflectionBounces: 1
m_ReflectionIntensity: 1
m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 0}
m_IndirectSpecularColor: {r: 0.2434549, g: 0.2638216, b: 0.3143337, a: 1}
m_UseRadianceAmbientProbe: 0
--- !u!157 &3
LightmapSettings:
m_ObjectHideFlags: 0
serializedVersion: 11
m_GIWorkflowMode: 0
m_GISettings:
serializedVersion: 2
m_BounceScale: 1
m_IndirectOutputScale: 1
m_AlbedoBoost: 1
m_TemporalCoherenceThreshold: 1
m_EnvironmentLightingMode: 0
m_EnableBakedLightmaps: 1
m_EnableRealtimeLightmaps: 1
m_LightmapEditorSettings:
serializedVersion: 10
m_Resolution: 2
m_BakeResolution: 40
m_AtlasSize: 1024
m_AO: 0
m_AOMaxDistance: 1
m_CompAOExponent: 0
m_CompAOExponentDirect: 0
m_Padding: 2
m_LightmapParameters: {fileID: 0}
m_LightmapsBakeMode: 1
m_TextureCompression: 1
m_FinalGather: 0
m_FinalGatherFiltering: 1
m_FinalGatherRayCount: 1024
m_ReflectionCompression: 2
m_MixedBakeMode: 1
m_BakeBackend: 0
m_PVRSampling: 1
m_PVRDirectSampleCount: 32
m_PVRSampleCount: 500
m_PVRBounces: 2
m_PVRFilterTypeDirect: 0
m_PVRFilterTypeIndirect: 0
m_PVRFilterTypeAO: 0
m_PVRFilteringMode: 1
m_PVRCulling: 1
m_PVRFilteringGaussRadiusDirect: 1
m_PVRFilteringGaussRadiusIndirect: 5
m_PVRFilteringGaussRadiusAO: 2
m_PVRFilteringAtrousPositionSigmaDirect: 0.5
m_PVRFilteringAtrousPositionSigmaIndirect: 2
m_PVRFilteringAtrousPositionSigmaAO: 1
m_ShowResolutionOverlay: 1
m_LightingDataAsset: {fileID: 0}
m_UseShadowmask: 0
--- !u!196 &4
NavMeshSettings:
serializedVersion: 2
m_ObjectHideFlags: 0
m_BuildSettings:
serializedVersion: 2
agentTypeID: 0
agentRadius: 0.5
agentHeight: 2
agentSlope: 45
agentClimb: 0.4
ledgeDropHeight: 0
maxJumpAcrossDistance: 0
minRegionArea: 2
manualCellSize: 0
cellSize: 0.16666667
manualTileSize: 0
tileSize: 256
accuratePlacement: 0
debug:
m_Flags: 0
m_NavMeshData: {fileID: 0}
--- !u!1 &35221930
GameObject:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
serializedVersion: 5
m_Component:
- component: {fileID: 35221931}
m_Layer: 0
m_Name: Plato Rig
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &35221931
Transform:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 35221930}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 840673559}
- {fileID: 592903107}
m_Father: {fileID: 0}
m_RootOrder: 4
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &335504040
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 0d7593b3a9277ac4696b20006c21dde2, type: 3}
m_Name:
m_EditorClassIdentifier:
active: 1
skyType:
m_OverrideState: 1
m_Value: 1
fogType:
m_OverrideState: 0
m_Value: 0
--- !u!1 &450944471
GameObject:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
serializedVersion: 5
m_Component:
- component: {fileID: 450944473}
- component: {fileID: 450944472}
m_Layer: 0
m_Name: Scene Settings
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!114 &450944472
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 450944471}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 172515602e62fb746b5d573b38a5fe58, type: 3}
m_Name:
m_EditorClassIdentifier:
isGlobal: 1
priority: 0
blendDistance: 0
weight: 1
components:
- {fileID: 335504040}
- {fileID: 1585182893}
--- !u!4 &450944473
Transform:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 450944471}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -0.18090439, y: 1.6005194, z: 0.19394207}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1001 &592903106
Prefab:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Modification:
m_TransformParent: {fileID: 35221931}
m_Modifications:
- target: {fileID: 400000, guid: 0a2fa5741fe5752448e9e18dbbedf016, type: 3}
propertyPath: m_LocalPosition.x
value: -0
objectReference: {fileID: 0}
- target: {fileID: 400000, guid: 0a2fa5741fe5752448e9e18dbbedf016, type: 3}
propertyPath: m_LocalPosition.y
value: -0.0009
objectReference: {fileID: 0}
- target: {fileID: 400000, guid: 0a2fa5741fe5752448e9e18dbbedf016, type: 3}
propertyPath: m_LocalPosition.z
value: 0
objectReference: {fileID: 0}
- target: {fileID: 400000, guid: 0a2fa5741fe5752448e9e18dbbedf016, type: 3}
propertyPath: m_LocalRotation.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 400000, guid: 0a2fa5741fe5752448e9e18dbbedf016, type: 3}
propertyPath: m_LocalRotation.y
value: 1
objectReference: {fileID: 0}
- target: {fileID: 400000, guid: 0a2fa5741fe5752448e9e18dbbedf016, type: 3}
propertyPath: m_LocalRotation.z
value: 0
objectReference: {fileID: 0}
- target: {fileID: 400000, guid: 0a2fa5741fe5752448e9e18dbbedf016, type: 3}
propertyPath: m_LocalRotation.w
value: 0
objectReference: {fileID: 0}
- target: {fileID: 400000, guid: 0a2fa5741fe5752448e9e18dbbedf016, type: 3}
propertyPath: m_RootOrder
value: 1
objectReference: {fileID: 0}
- target: {fileID: 400000, guid: 0a2fa5741fe5752448e9e18dbbedf016, type: 3}
propertyPath: m_LocalEulerAnglesHint.y
value: 180
objectReference: {fileID: 0}
m_RemovedComponents: []
m_ParentPrefab: {fileID: 100100000, guid: 0a2fa5741fe5752448e9e18dbbedf016, type: 3}
m_IsPrefabParent: 0
--- !u!4 &592903107 stripped
Transform:
m_PrefabParentObject: {fileID: 400000, guid: 0a2fa5741fe5752448e9e18dbbedf016, type: 3}
m_PrefabInternal: {fileID: 592903106}
--- !u!1 &655186050
GameObject:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
serializedVersion: 5
m_Component:
- component: {fileID: 655186054}
- component: {fileID: 655186053}
- component: {fileID: 655186055}
- component: {fileID: 655186052}
- component: {fileID: 655186051}
m_Layer: 0
m_Name: Camera
m_TagString: MainCamera
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!114 &655186051
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 655186050}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 8b9a305e18de0c04dbd257a21cd47087, type: 3}
m_Name:
m_EditorClassIdentifier:
sharedProfile: {fileID: 11400000, guid: 5c20531808346634aad05aa66fad8d9d, type: 2}
isGlobal: 1
blendDistance: 0
weight: 1
priority: 0
--- !u!114 &655186052
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 655186050}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 948f4100a11a5c24981795d21301da5c, type: 3}
m_Name:
m_EditorClassIdentifier:
volumeTrigger: {fileID: 655186054}
volumeLayer:
serializedVersion: 2
m_Bits: 1
stopNaNPropagation: 1
antialiasingMode: 1
temporalAntialiasing:
jitterSpread: 0.75
sharpness: 0.25
stationaryBlending: 0.95
motionBlending: 0.85
fastApproximateAntialiasing:
mobileOptimized: 0
keepAlpha: 0
fog:
enabled: 1
excludeSkybox: 1
debugLayer:
lightMeter:
width: 512
height: 256
showCurves: 1
histogram:
width: 512
height: 256
channel: 3
waveform:
exposure: 0.12
height: 256
vectorscope:
size: 256
exposure: 0.12
overlaySettings:
motionColorIntensity: 4
motionGridSize: 64
colorBlindnessType: 0
colorBlindnessStrength: 1
m_Resources: {fileID: 11400000, guid: d82512f9c8e5d4a4d938b575d47f88d4, type: 2}
m_ShowToolkit: 0
m_ShowCustomSorter: 0
breakBeforeColorGrading: 0
m_BeforeTransparentBundles:
- assemblyQualifiedName: InvertOpaque, Assembly-CSharp, Version=0.0.0.0, Culture=neutral,
PublicKeyToken=null
m_BeforeStackBundles:
- assemblyQualifiedName: HalfToneOpaque, Assembly-CSharp, Version=0.0.0.0, Culture=neutral,
PublicKeyToken=null
m_AfterStackBundles: []
--- !u!20 &655186053
Camera:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 655186050}
m_Enabled: 1
serializedVersion: 2
m_ClearFlags: 2
m_BackGroundColor: {r: 0, g: 0, b: 0, a: 0}
m_NormalizedViewPortRect:
serializedVersion: 2
x: 0
y: 0
width: 1
height: 1
near clip plane: 0.3
far clip plane: 1000
field of view: 60
orthographic: 0
orthographic size: 5
m_Depth: 0
m_CullingMask:
serializedVersion: 2
m_Bits: 4294967295
m_RenderingPath: -1
m_TargetTexture: {fileID: 0}
m_TargetDisplay: 0
m_TargetEye: 3
m_HDR: 0
m_AllowMSAA: 0
m_AllowDynamicResolution: 0
m_ForceIntoRT: 0
m_OcclusionCulling: 1
m_StereoConvergence: 10
m_StereoSeparation: 0.022
--- !u!4 &655186054
Transform:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 655186050}
m_LocalRotation: {x: 0.13050514, y: -0.25084415, z: 0.034155898, w: 0.95858175}
m_LocalPosition: {x: 1.307, y: 1.106, z: -2.096}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 15.5060005, y: -29.329, z: 0.001}
--- !u!114 &655186055
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 655186050}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 618b0e3f6c65dd247a4a016150006c57, type: 3}
m_Name:
m_EditorClassIdentifier:
m_LookSpeedController: 120
m_LookSpeedMouse: 5
m_MoveSpeed: 7
m_Turbo: 5
--- !u!1 &840673558
GameObject:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
serializedVersion: 5
m_Component:
- component: {fileID: 840673559}
- component: {fileID: 840673560}
m_Layer: 0
m_Name: Objects Pivot
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &840673559
Transform:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 840673558}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0.65, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 2043956355}
m_Father: {fileID: 35221931}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &840673560
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 840673558}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 3db4c4a72731246b2b1ad1e73178c04e, type: 3}
m_Name:
m_EditorClassIdentifier:
_translationMode: 0
_translationVector: {x: 0, y: 0, z: 1}
_translationSpeed: 1
_rotationMode: 2
_rotationAxis: {x: 0, y: 1, z: 0}
_rotationSpeed: -300
_useLocalCoordinate: 1
--- !u!1 &958474770
GameObject:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
serializedVersion: 5
m_Component:
- component: {fileID: 958474771}
- component: {fileID: 958474774}
- component: {fileID: 958474773}
- component: {fileID: 958474772}
m_Layer: 0
m_Name: Sphere
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &958474771
Transform:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 958474770}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 1, y: 0, z: 0}
m_LocalScale: {x: 0.5, y: 0.5, z: 0.5}
m_Children: []
m_Father: {fileID: 2043956355}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &958474772
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 958474770}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 543ddbe12367a4899b011d43ef41f357, type: 3}
m_Name:
m_EditorClassIdentifier:
_enablePositionNoise: 0
_enableRotationNoise: 1
_positionFrequency: 0.2
_rotationFrequency: 0.3
_positionAmplitude: 0.5
_rotationAmplitude: 400
_positionScale: {x: 1, y: 1, z: 1}
_rotationScale: {x: 1, y: 1, z: 1}
_positionFractalLevel: 3
_rotationFractalLevel: 3
--- !u!23 &958474773
MeshRenderer:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 958474770}
m_Enabled: 1
m_CastShadows: 1
m_ReceiveShadows: 1
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RenderingLayerMask: 4294967295
m_Materials:
- {fileID: 2100000, guid: a5df24f033fbb5e4ab62c9f62fc83630, type: 2}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_PreserveUVs: 1
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 0
m_SelectedEditorRenderState: 3
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
--- !u!33 &958474774
MeshFilter:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 958474770}
m_Mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0}
--- !u!1 &1086230580
GameObject:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
serializedVersion: 5
m_Component:
- component: {fileID: 1086230582}
- component: {fileID: 1086230581}
- component: {fileID: 1086230584}
- component: {fileID: 1086230583}
m_Layer: 0
m_Name: Directional Light
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!108 &1086230581
Light:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1086230580}
m_Enabled: 1
serializedVersion: 8
m_Type: 1
m_Color: {r: 1, g: 0.93184584, b: 0.8455882, a: 1}
m_Intensity: 5
m_Range: 10
m_SpotAngle: 30
m_CookieSize: 10
m_Shadows:
m_Type: 1
m_Resolution: -1
m_CustomResolution: -1
m_Strength: 1
m_Bias: 0.001
m_NormalBias: 0
m_NearPlane: 0.2
m_Cookie: {fileID: 0}
m_DrawHalo: 0
m_Flare: {fileID: 0}
m_RenderMode: 0
m_CullingMask:
serializedVersion: 2
m_Bits: 4294967295
m_Lightmapping: 4
m_AreaSize: {x: 1, y: 1}
m_BounceIntensity: 1
m_ColorTemperature: 7744
m_UseColorTemperature: 1
m_ShadowRadius: 0
m_ShadowAngle: 0
--- !u!4 &1086230582
Transform:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1086230580}
m_LocalRotation: {x: 0.18766437, y: 0.5051309, z: -0.20049936, w: 0.8181839}
m_LocalPosition: {x: -1.731, y: 2.787, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 30.640001, y: 60.838, z: -9.264001}
--- !u!114 &1086230583
MonoBehaviour:
m_ObjectHideFlags: 2
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1086230580}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: c6c2871f720b2af4e9210febdac74517, type: 3}
m_Name:
m_EditorClassIdentifier:
shadowResolution: 2048
shadowDimmer: 1
shadowFadeDistance: 10000
shadowCascadeCount: 4
shadowCascadeRatios:
- 0.024
- 0.2
- 0.3
shadowCascadeBorders:
- 0.2
- 0.2
- 0.2
- 0.2
shadowAlgorithm: 0
shadowVariant: 3
shadowPrecision: 0
shadowData:
format: 3
data: 52499d3a0000803f
shadowDatas:
- format: 0
data: 0bd7a33b0000803f
- format: 3
data: 52499d3a0000803f
--- !u!114 &1086230584
MonoBehaviour:
m_ObjectHideFlags: 2
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1086230580}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 7a68c43fe1f2a47cfa234b5eeaa98012, type: 3}
m_Name:
m_EditorClassIdentifier:
m_Version: 1
m_InnerSpotPercent: 0
lightDimmer: 1
fadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
lightTypeExtent: 0
spotLightShape: 0
shapeWidth: 0.5
shapeHeight: 0.5
aspectRatio: 1
shapeRadius: 0
maxSmoothness: 1
applyRangeAttenuation: 1
useOldInspector: 0
featuresFoldout: 1
showAdditionalSettings: 0
--- !u!114 &1585182893
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 59b6606ef2548734bb6d11b9d160bc7e, type: 3}
m_Name:
m_EditorClassIdentifier:
active: 1
rotation:
m_OverrideState: 0
m_Value: 0
min: 0
max: 360
exposure:
m_OverrideState: 0
m_Value: 0
multiplier:
m_OverrideState: 0
m_Value: 1
min: 0
resolution:
m_OverrideState: 1
m_Value: 256
updateMode:
m_OverrideState: 0
m_Value: 0
updatePeriod:
m_OverrideState: 0
m_Value: 0
min: 0
useForBaking: 1
skyHDRI:
m_OverrideState: 1
m_Value: {fileID: 8900000, guid: a484b152a713c486e98ed7a992f53a51, type: 3}
--- !u!1 &1685946095
GameObject:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
serializedVersion: 5
m_Component:
- component: {fileID: 1685946099}
- component: {fileID: 1685946098}
- component: {fileID: 1685946097}
m_Layer: 0
m_Name: Floor
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!23 &1685946097
MeshRenderer:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1685946095}
m_Enabled: 1
m_CastShadows: 1
m_ReceiveShadows: 1
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RenderingLayerMask: 4294967295
m_Materials:
- {fileID: 2100000, guid: 73c176f402d2c2f4d929aa5da7585d17, type: 2}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 0
m_SelectedEditorRenderState: 3
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
--- !u!33 &1685946098
MeshFilter:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1685946095}
m_Mesh: {fileID: 10209, guid: 0000000000000000e000000000000000, type: 0}
--- !u!4 &1685946099
Transform:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1685946095}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 250, y: 1, z: 250}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &1831735581
GameObject:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
serializedVersion: 5
m_Component:
- component: {fileID: 1831735582}
- component: {fileID: 1831735585}
- component: {fileID: 1831735584}
- component: {fileID: 1831735583}
m_Layer: 0
m_Name: Cube
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &1831735582
Transform:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1831735581}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -1, y: 0, z: 0}
m_LocalScale: {x: 0.4, y: 0.4, z: 0.4}
m_Children: []
m_Father: {fileID: 2043956355}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &1831735583
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1831735581}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 543ddbe12367a4899b011d43ef41f357, type: 3}
m_Name:
m_EditorClassIdentifier:
_enablePositionNoise: 0
_enableRotationNoise: 1
_positionFrequency: 0.2
_rotationFrequency: 0.3
_positionAmplitude: 0.5
_rotationAmplitude: 400
_positionScale: {x: 1, y: 1, z: 1}
_rotationScale: {x: 1, y: 1, z: 1}
_positionFractalLevel: 3
_rotationFractalLevel: 3
--- !u!23 &1831735584
MeshRenderer:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1831735581}
m_Enabled: 1
m_CastShadows: 1
m_ReceiveShadows: 1
m_DynamicOccludee: 1
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RenderingLayerMask: 4294967295
m_Materials:
- {fileID: 2100000, guid: 5ddee7313466024439bf8fb3307c51ca, type: 2}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_PreserveUVs: 1
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 0
m_SelectedEditorRenderState: 3
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
--- !u!33 &1831735585
MeshFilter:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1831735581}
m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
--- !u!1 &1893808140 stripped
GameObject:
m_PrefabParentObject: {fileID: 100000, guid: 0a2fa5741fe5752448e9e18dbbedf016, type: 3}
m_PrefabInternal: {fileID: 592903106}
--- !u!114 &1893808143
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1893808140}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 3db4c4a72731246b2b1ad1e73178c04e, type: 3}
m_Name:
m_EditorClassIdentifier:
_translationMode: 0
_translationVector: {x: 0, y: 0, z: 1}
_translationSpeed: 1
_rotationMode: 2
_rotationAxis: {x: 0, y: 1, z: 0}
_rotationSpeed: -10
_useLocalCoordinate: 0
--- !u!1 &2043956354
GameObject:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
serializedVersion: 5
m_Component:
- component: {fileID: 2043956355}
- component: {fileID: 2043956356}
m_Layer: 0
m_Name: Shake
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &2043956355
Transform:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 2043956354}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 1831735582}
- {fileID: 958474771}
m_Father: {fileID: 840673559}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &2043956356
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 2043956354}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 543ddbe12367a4899b011d43ef41f357, type: 3}
m_Name:
m_EditorClassIdentifier:
_enablePositionNoise: 0
_enableRotationNoise: 1
_positionFrequency: 0.2
_rotationFrequency: 0.1
_positionAmplitude: 0.5
_rotationAmplitude: 2
_positionScale: {x: 1, y: 1, z: 1}
_rotationScale: {x: 1, y: 1, z: 1}
_positionFractalLevel: 3
_rotationFractalLevel: 2

8
SampleScenes/HDTest/AnimTest2.unity.meta


fileFormatVersion: 2
guid: b5a37c9444345024e94498899a7784f9
timeCreated: 1457255157
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

109
ScriptableRenderPipeline/Core/ShaderLibrary/API/GLCore.hlsl


#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

10
ScriptableRenderPipeline/Core/ShaderLibrary/API/GLCore.hlsl.meta


fileFormatVersion: 2
guid: 17e9ff94ac9e8aa4e81b23222a4dc205
timeCreated: 1506072929
licenseType: Pro
ShaderImporter:
externalObjects: {}
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

132
ScriptableRenderPipeline/Core/ShaderLibrary/API/GLES2.hlsl


#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

10
ScriptableRenderPipeline/Core/ShaderLibrary/API/GLES2.hlsl.meta


fileFormatVersion: 2
guid: 4763738e37aef3949b7a83aae926cff5
timeCreated: 1506072929
licenseType: Pro
ShaderImporter:
externalObjects: {}
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

111
ScriptableRenderPipeline/Core/ShaderLibrary/API/GLES3.hlsl


#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

10
ScriptableRenderPipeline/Core/ShaderLibrary/API/GLES3.hlsl.meta


fileFormatVersion: 2
guid: 14a46e0dac04a0245b3f95359167b663
timeCreated: 1506072929
licenseType: Pro
ShaderImporter:
externalObjects: {}
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

8
ScriptableRenderPipeline/HDRenderPipeline/Editor/EditorRenderPipelineResources.meta


fileFormatVersion: 2
guid: cd55d3b3ff494fe499fb93a56e21fb9f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

132
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassLit.hlsl


#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

123
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassMeta.hlsl


#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

22
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassShadow.hlsl


#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

8
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightShaderLibrary.meta


fileFormatVersion: 2
guid: 37244f7798708ba449e9893ad27f77f5
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

400
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/023_Lighting_Mixed/Lightmap-0_comp_dir.png

之前 之后
宽度: 512  |  高度: 512  |  大小: 110 KiB

77
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/023_Lighting_Mixed/Lightmap-0_comp_dir.png.meta


fileFormatVersion: 2
guid: c5c9b7c616f374616a9b5e40e0f0effc
TextureImporter:
fileIDToRecycleName: {}
externalObjects: {}
serializedVersion: 5
mipmaps:
mipMapMode: 0
enableMipMap: 1
sRGBTexture: 0
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
convertToNormalMap: 0
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
isReadable: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: 1
aniso: 3
mipBias: 0
wrapU: 1
wrapV: 1
wrapW: 1
nPOTScale: 1
lightmap: 0
compressionQuality: 50
spriteMode: 0
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spritePixelsToUnits: 100
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 1
singleChannelComponent: 0
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
platformSettings:
- serializedVersion: 2
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 0
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
spritePackingTag:
userData:
assetBundleName:
assetBundleVariant:

8
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/030_Shader_RenderOrder.meta


fileFormatVersion: 2
guid: f78229abd339e4d49b6e0e29fd79df0c
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

8
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/042_Lighting_Scene_VertexLighting.meta


fileFormatVersion: 2
guid: cf4d065c165514f5e9fe858bd8f7e9da
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

1001
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/042_Lighting_Scene_VertexLighting.unity
文件差异内容过多而无法显示
查看文件

部分文件因为文件数量过多而无法显示

正在加载...
取消
保存