浏览代码

Merge branch 'master' into metal

/main
Antti Tapaninen 7 年前
当前提交
6905e65f
共有 13 个文件被更改,包括 188 次插入43 次删除
  1. 2
      Assets/BasicRenderPipelineTutorial.meta
  2. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  3. 13
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl
  4. 17
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  5. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
  6. 2
      Assets/ScriptableRenderPipeline/common.meta
  7. 7
      Assets/ScriptableRenderPipeline/common/ShaderBase.h
  8. 69
      Assets/ScriptableRenderPipeline/common/TextureCache.cs
  9. 2
      Assets/ScriptableRenderPipeline/fptl.meta
  10. 6
      Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset
  11. 2
      Assets/ScriptableRenderPipeline/fptl/FptlLighting.cs
  12. 105
      Assets/TestScenes/HDTest/HDRenderLoopTest.unity
  13. 2
      ProjectSettings/ProjectVersion.txt

2
Assets/BasicRenderPipelineTutorial.meta


fileFormatVersion: 2
guid: 4b0281d4b3a724c708cccfceecaf5d06
guid: 129d9c5b5ed1a6147a8bc74f844e4d2e
folderAsset: yes
timeCreated: 1478093341
licenseType: Pro

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


m_CubeCookieTexArray = new TextureCacheCubemap();
m_CubeCookieTexArray.AllocTextureArray(4, textureSettings.pointCookieSize, TextureFormat.RGBA32, true);
m_CubeReflTexArray = new TextureCacheCubemap();
m_CubeReflTexArray.AllocTextureArray(32, textureSettings.reflectionCubemapSize, TextureFormat.BC6H, true);
m_CubeReflTexArray.AllocTextureArray(32, textureSettings.reflectionCubemapSize, TextureCache.GetPreferredCompressedTextureFormat, true);
s_GenAABBKernel = buildScreenAABBShader.FindKernel("ScreenBoundsAABB");
s_GenListPerTileKernel = buildPerTileLightListShader.FindKernel(m_PassSettings.enableBigTilePrepass ? "TileLightListGen_SrcBigTile" : "TileLightListGen");

13
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl


SAMPLER2D(sampler_CookieTextures);
// Used by point lights
#ifdef UNITY_NO_CUBEMAP_ARRAY
TEXTURE2D_ARRAY(_CookieCubeTextures);
SAMPLER2D(sampler_CookieCubeTextures);
#else
#endif
#ifdef CUBE_ARRAY_NOT_SUPPORTED
#ifdef UNITY_NO_CUBEMAP_ARRAY
TEXTURE2D_ARRAY(_EnvTextures);
SAMPLER2D(sampler_EnvTextures);
#else

// Returns the color in the RGB components, and the transparency (lack of occlusion) in A.
float4 SampleCookieCube(LightLoopContext lightLoopContext, float3 coord, int index)
{
#ifdef UNITY_NO_CUBEMAP_ARRAY
return SAMPLE_TEXTURE2D_ARRAY_LOD(_CookieCubeTextures, sampler_CookieCubeTextures, DirectionToLatLongCoordinate(coord), index, 0);
#else
#endif
}
//-----------------------------------------------------------------------------

// This code will be inlined as lightLoopContext is hardcoded in the light loop
if (lightLoopContext.sampleReflection == SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES)
{
#ifdef CUBE_ARRAY_NOT_SUPPORTED
#ifdef UNITY_NO_CUBEMAP_ARRAY
return SAMPLE_TEXTURE2D_ARRAY_LOD(_EnvTextures, sampler_EnvTextures, DirectionToLatLongCoordinate(texCoord), index, lod);
#else
return SAMPLE_TEXTURECUBE_ARRAY_LOD(_EnvTextures, sampler_EnvTextures, texCoord, index, lod);

17
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


// Reference Lambert diffuse / GGX Specular for IBL and area lights
#ifdef HAS_LIGHTLOOP // Both reference define below need to be define only if LightLoop is present, else we get a compile error
// #define LIT_DISPLAY_REFERENCE_AREA
// #define LIT_DISPLAY_REFERENCE_IBL
//#define LIT_DISPLAY_REFERENCE_AREA
//#define LIT_DISPLAY_REFERENCE_IBL
#endif
// Use Lambert diffuse instead of Disney diffuse
// #define LIT_DIFFUSE_LAMBERT_BRDF

// TODO: Check if anisotropy with a dynamic if on anisotropy > 0 is performant. Because it may mean we always calculate both isotropy and anisotropy case.
// Maybe we should always calculate anisotropy in case of standard ? Don't think the compile can optimize correctly.
SamplerState ltc_linear_clamp_sampler;
// TODO: we can share the sampler here and name it SRL_BilinearSampler. However Unity currently doesn't support to set sampler in C#
// + to avoid the message Fragment program 'Frag' : sampler 'sampler_PreIntegratedFGD' has no matching texture and will be undefined.
SAMPLER2D(sampler_PreIntegratedFGD);
SAMPLER2D(sampler_LtcData);
#define LTC_GGX_MATRIX_INDEX 0 // RGBA
#define LTC_DISNEY_DIFFUSE_MATRIX_INDEX 1 // RGBA
#define LTC_MULTI_GGX_FRESNEL_DISNEY_DIFFUSE_INDEX 2 // RGB, A unused

// _PreIntegratedFGD.y = Gv * Fc
// Pre integrate DisneyDiffuse FGD:
// _PreIntegratedFGD.z = DisneyDiffuse
float3 preFGD = SAMPLE_TEXTURE2D_LOD(_PreIntegratedFGD, sampler_PreIntegratedFGD, float2(NdotV, perceptualRoughness), 0).xyz;
float3 preFGD = SAMPLE_TEXTURE2D_LOD(_PreIntegratedFGD, ltc_linear_clamp_sampler, float2(NdotV, perceptualRoughness), 0).xyz;
// f0 * Gv * (1 - Fc) + Gv * Fc
specularFGD = fresnel0 * preFGD.x + preFGD.y;

// Note we load the matrix transpose (avoid to have to transpose it in shader)
preLightData.ltcXformGGX = 0.0;
preLightData.ltcXformGGX._m22 = 1.0;
preLightData.ltcXformGGX._m00_m02_m11_m20 = SAMPLE_TEXTURE2D_ARRAY_LOD(_LtcData, sampler_LtcData, uv, LTC_GGX_MATRIX_INDEX, 0);
preLightData.ltcXformGGX._m00_m02_m11_m20 = SAMPLE_TEXTURE2D_ARRAY_LOD(_LtcData, ltc_linear_clamp_sampler, uv, LTC_GGX_MATRIX_INDEX, 0);
preLightData.ltcXformDisneyDiffuse._m00_m02_m11_m20 = SAMPLE_TEXTURE2D_ARRAY_LOD(_LtcData, sampler_LtcData, uv, LTC_DISNEY_DIFFUSE_MATRIX_INDEX, 0);
preLightData.ltcXformDisneyDiffuse._m00_m02_m11_m20 = SAMPLE_TEXTURE2D_ARRAY_LOD(_LtcData, ltc_linear_clamp_sampler, uv, LTC_DISNEY_DIFFUSE_MATRIX_INDEX, 0);
float3 ltcMagnitude = SAMPLE_TEXTURE2D_ARRAY_LOD(_LtcData, sampler_LtcData, uv, LTC_MULTI_GGX_FRESNEL_DISNEY_DIFFUSE_INDEX, 0).rgb;
float3 ltcMagnitude = SAMPLE_TEXTURE2D_ARRAY_LOD(_LtcData, ltc_linear_clamp_sampler, uv, LTC_MULTI_GGX_FRESNEL_DISNEY_DIFFUSE_INDEX, 0).rgb;
preLightData.ltcGGXFresnelMagnitudeDiff = ltcMagnitude.r;
preLightData.ltcGGXFresnelMagnitude = ltcMagnitude.g;
preLightData.ltcDisneyDiffuseMagnitude = ltcMagnitude.b;

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl


#endif
#if defined(_MAIN_LAYER_INFLUENCE_MODE)
surfaceData.baseColor = ComputeMainBaseColorInfluence(surfaceData0.baseColor, surfaceData1.baseColor, surfaceData2.baseColor, surfaceData3.baseColor, alpha, layerTexCoord, weights);
surfaceData.baseColor = ComputeMainBaseColorInfluence(surfaceData0.baseColor, surfaceData1.baseColor, surfaceData2.baseColor, surfaceData3.baseColor, alpha0, layerTexCoord, weights);
float3 normalTS = ComputeMainNormalInfluence(input, normalTS0, normalTS1, normalTS2, normalTS3, layerTexCoord, weights);
#else
surfaceData.baseColor = SURFACEDATA_BLEND_VECTOR3(surfaceData, baseColor, weights);

2
Assets/ScriptableRenderPipeline/common.meta


fileFormatVersion: 2
guid: 821e9f1a4c41b47c0bc28c297ef12b13
guid: 88c7531cefb4c7043bcfda092215f20c
folderAsset: yes
timeCreated: 1467917164
licenseType: Pro

7
Assets/ScriptableRenderPipeline/common/ShaderBase.h


#ifndef __SHADERBASE_H__
#define __SHADERBASE_H__
//#define CUBE_ARRAY_NOT_SUPPORTED
half2 DirectionToSphericalTexCoordinate(half3 dir)
{
// coordinate frame is (-Z,X) meaning negative Z is primary axis and X is secondary axis.

#define CUBE_ARRAY_NOT_SUPPORTED
#ifdef CUBE_ARRAY_NOT_SUPPORTED
#ifdef UNITY_NO_CUBEMAP_ARRAY
#define UNITY_DECLARE_ABSTRACT_CUBE_ARRAY UNITY_DECLARE_TEX2DARRAY
#define UNITY_PASS_ABSTRACT_CUBE_ARRAY UNITY_PASS_TEX2DARRAY
#define UNITY_ARGS_ABSTRACT_CUBE_ARRAY UNITY_ARGS_TEX2DARRAY

69
Assets/ScriptableRenderPipeline/common/TextureCache.cs


using UnityEngine;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class TextureCache2D : TextureCache
{

{
private CubemapArray m_Cache;
// alternative panorama path intended for mobile
// the member variables below are only in use when m_IsNoCubeArray is true.
private bool m_IsNoCubeArray = true;
// the member variables below are only in use when TextureCache.supportsCubemapArrayTextures is false
private Texture2DArray m_CacheNoCubeArray;
private RenderTexture[] m_StagingRTs;
private int m_NumPanoMipLevels;

// alternative panorama path intended for mobile
// the member variables below are only in use when m_IsNoCubeArray is true.
if(m_IsNoCubeArray)
if(!TextureCache.supportsCubemapArrayTextures)
TransferToPanoCache(sliceIndex, texture);
else
{

public override Texture GetTexCache()
{
return m_IsNoCubeArray ? (Texture) m_CacheNoCubeArray : m_Cache;
return !TextureCache.supportsCubemapArrayTextures ? (Texture) m_CacheNoCubeArray : m_Cache;
}
public bool AllocTextureArray(int numCubeMaps, int width, TextureFormat format, bool isMipMapped)

if(m_IsNoCubeArray)
if(!TextureCache.supportsCubemapArrayTextures)
{
if(!m_CubeBlitMaterial) m_CubeBlitMaterial = new Material(Shader.Find("Hidden/CubeToPano"));

// create panorama 2D array. Hardcoding the render target for now when m_IsNoCubeArray is true. No convenient way atm. to
// create panorama 2D array. Hardcoding the render target for now. No convenient way atm to
// map from TextureFormat to RenderTextureFormat and don't want to deal with sRGB issues for now.
m_CacheNoCubeArray = new Texture2DArray(panoWidthTop, panoHeightTop, numCubeMaps, TextureFormat.RGBAHalf, isMipMapped)
{

public void Release()
{
if(m_IsNoCubeArray)
if (m_CacheNoCubeArray)
{
Texture.DestroyImmediate(m_CacheNoCubeArray);
for(int m=0; m<m_NumPanoMipLevels; m++)

m_StagingRTs=null;
if(m_CubeBlitMaterial) Material.DestroyImmediate(m_CubeBlitMaterial);
}
else Texture.DestroyImmediate(m_Cache);
if (m_Cache)
Texture.DestroyImmediate(m_Cache);
}
private void TransferToPanoCache(int sliceIndex, Texture texture)

}
}
#endif
public static bool isMobileBuildTarget
{
get
{
#if UNITY_EDITOR
switch (EditorUserBuildSettings.activeBuildTarget)
{
case BuildTarget.iOS:
case BuildTarget.Android:
case BuildTarget.Tizen:
case BuildTarget.WSAPlayer:
// Note: We return true on purpose even if Windows Store Apps are running on Desktop.
return true;
default:
return false;
}
#else
return Application.isMobilePlatform;
#endif
}
}
public static TextureFormat GetPreferredCompressedTextureFormat
{
get
{
var format = TextureFormat.RGBAHalf;
var probeFormat = TextureFormat.BC6H;
// On editor the texture is uncompressed when operating against mobile build targets
if (SystemInfo.SupportsTextureFormat(probeFormat) && !TextureCache.isMobileBuildTarget)
format = probeFormat;
return format;
}
}
public static bool supportsCubemapArrayTextures
{
get
{
return (SystemInfo.supportsCubemapArrayTextures && !TextureCache.isMobileBuildTarget);
}
}
private struct SSliceEntry
{

2
Assets/ScriptableRenderPipeline/fptl.meta


fileFormatVersion: 2
guid: 0d8fe981ab02d41cbac3e4f01428a661
guid: 4ae727bb0a95bdf4aada784867082de5
folderAsset: yes
timeCreated: 1467916766
licenseType: Pro

6
Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset


directionalLightCascades: {x: 0.05, y: 0.2, z: 0.3}
directionalLightNearPlaneOffset: 5
m_TextureSettings:
spotCookieSize: 128
pointCookieSize: 512
spotCookieSize: 512
pointCookieSize: 128
reflectionCubemapSize: 128
deferredShader: {fileID: 4800000, guid: 1c102a89f3460254a8c413dbdcd63a2a, type: 3}
deferredReflectionShader: {fileID: 4800000, guid: 3899e06d641c2cb4cbff794df0da536b,

type: 3}
buildScreenAABBShader: {fileID: 7200000, guid: e7a739144e735934b89a42a4b9d9e23c,
type: 3}
buildPerTileLightListShader: {fileID: 7200000, guid: 6b1c9f74123904a5bba79a11d6f48893,
buildPerTileLightListShader: {fileID: 7200000, guid: f54ef7cb596a714488693ef9cdaf63fb,
type: 3}
buildPerBigTileLightListShader: {fileID: 7200000, guid: b5507a2ffdae8a84f94211c10d428920,
type: 3}

2
Assets/ScriptableRenderPipeline/fptl/FptlLighting.cs


m_CubeReflTexArray = new TextureCacheCubemap();
m_CookieTexArray.AllocTextureArray(8, m_TextureSettings.spotCookieSize, m_TextureSettings.spotCookieSize, TextureFormat.RGBA32, true);
m_CubeCookieTexArray.AllocTextureArray(4, m_TextureSettings.pointCookieSize, TextureFormat.RGBA32, true);
m_CubeReflTexArray.AllocTextureArray(64, m_TextureSettings.reflectionCubemapSize, TextureFormat.BC6H, true);
m_CubeReflTexArray.AllocTextureArray(64, m_TextureSettings.reflectionCubemapSize, TextureCache.GetPreferredCompressedTextureFormat, true);
//m_DeferredMaterial.SetTexture("_spotCookieTextures", m_cookieTexArray.GetTexCache());
//m_DeferredMaterial.SetTexture("_pointCookieTextures", m_cubeCookieTexArray.GetTexCache());

105
Assets/TestScenes/HDTest/HDRenderLoopTest.unity


--- !u!157 &3
LightmapSettings:
m_ObjectHideFlags: 0
serializedVersion: 9
serializedVersion: 11
m_GIWorkflowMode: 1
m_GISettings:
serializedVersion: 2

m_EnableBakedLightmaps: 1
m_EnableRealtimeLightmaps: 1
m_LightmapEditorSettings:
serializedVersion: 8
serializedVersion: 9
m_Resolution: 2
m_BakeResolution: 40
m_TextureWidth: 1024

m_MixedBakeMode: 1
m_BakeBackend: 0
m_PVRSampling: 1
m_PVRDirectSampleCount: 32
m_PVRSampleCount: 500
m_PVRBounces: 2
m_PVRFiltering: 0

m_PVRFilteringAtrousPositionSigma: 1
m_LightingDataAsset: {fileID: 112000002, guid: 94f8793cc1c3e0248901e8f336236333,
type: 2}
m_ShadowMaskMode: 2
m_UseShadowmask: 1
--- !u!196 &4
NavMeshSettings:
serializedVersion: 2

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 2

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 1

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

m_Component:
- component: {fileID: 1634702262}
m_Layer: 0
m_Name: Test - Parallax occlusion mapping - Triplanar (1)
m_Name: Test - Parallax occlusion mapping - Triplanar
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 1

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

shadowResolution: 512
m_innerSpotPercent: 0
shadowDimmer: 1
lightDimmer: 1
fadeDistance: 10000
shadowFadeDistance: 10000
affectDiffuse: 1
affectSpecular: 1
archetype: 0

2
ProjectSettings/ProjectVersion.txt


m_EditorVersion: 2017.1.0a2
m_EditorVersion: 2017.1.0a3
正在加载...
取消
保存