Evgenii Golubev 7 年前
当前提交
75799cbf
共有 68 个文件被更改,包括 9993 次插入1136 次删除
  1. 999
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2001_Dynamic_Directional.unity.png
  2. 979
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters.unity.png
  3. 2
      ScriptableRenderPipeline/Core/CoreRP/MousePositionDebug.cs
  4. 66
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDAdditionalCameraData.cs
  5. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader
  6. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDCameraEditor.Handlers.cs
  7. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDCameraEditor.cs
  8. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/RenderPipelineSettingsUI.cs
  9. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedRenderPipelineSettings.cs
  10. 30
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  11. 26
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.cs
  12. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs
  13. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/RenderPipelineSettings.cs
  14. 5
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/Resources/ProceduralSky.shader
  15. 3
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_GraphicTests_Asset.asset
  16. 3
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Test_Camera.prefab
  17. 1001
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering.unity.png
  18. 83
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering.unity.png.meta
  19. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/GroundLeaf.meta
  20. 85
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Head.prefab
  21. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Head.prefab.meta
  22. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/PerryHead.meta
  23. 72
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Black_Sky_Shadow500.prefab
  24. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Black_Sky_Shadow500.prefab.meta
  25. 179
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Tests_Diffusion_Profile_Settings.asset
  26. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Tests_Diffusion_Profile_Settings.asset.meta
  27. 1
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/LayerMask.tga
  28. 94
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/LayerMask.tga.meta
  29. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering.meta
  30. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering.unity
  31. 7
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering.unity.meta
  32. 249
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/GroundLeaf/GroundLeaf.FBX
  33. 92
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/GroundLeaf/GroundLeaf.FBX.meta
  34. 211
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/GroundLeaf/GroundLeaf.mat
  35. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/GroundLeaf/GroundLeaf.mat.meta
  36. 83
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/GroundLeaf/GroundLeaf.tga.meta
  37. 83
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/GroundLeaf/GroundLeaf_Masks.tga.meta
  38. 83
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/GroundLeaf/GroundLeaf_Normal.tga.meta
  39. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/GroundLeaf/GroundLeaf_Thickness.png
  40. 94
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/GroundLeaf/GroundLeaf_Thickness.png.meta
  41. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/PerryHead/Head.fbx
  42. 92
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/PerryHead/Head.fbx.meta
  43. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/PerryHead/Head.mat.meta
  44. 83
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/PerryHead/lambertian.jpg.meta
  45. 83
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/PerryHead/perry_normal.png.meta
  46. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/PerryHead/perry_thickness.png
  47. 83
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/PerryHead/perry_thickness.png.meta
  48. 210
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/PerryHead/HEAD.MAT
  49. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/FlatSkin.mat.meta
  50. 211
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/GroundLeaf_Transmission-None.mat
  51. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/GroundLeaf_Transmission-None.mat.meta
  52. 211
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/GroundLeaf_Transmission-Regular.mat
  53. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/GroundLeaf_Transmission-Regular.mat.meta
  54. 210
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/Head_Post-Scatter.mat
  55. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/Head_Post-Scatter.mat.meta
  56. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/LayerRef.mat.meta
  57. 535
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/SSS_Layered.mat
  58. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/SSS_Layered.mat.meta
  59. 210
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/FLATSKIN.MAT
  60. 536
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering/LAYERREF.MAT

999
ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2001_Dynamic_Directional.unity.png
文件差异内容过多而无法显示
查看文件

979
ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters.unity.png
文件差异内容过多而无法显示
查看文件

2
ScriptableRenderPipeline/Core/CoreRP/MousePositionDebug.cs


}
}
#if UNITY_EDITOR
#if UNITY_EDITOR
private void OnSceneGUI(UnityEditor.SceneView sceneview)
{
m_mousePosition = Event.current.mousePosition;

66
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDAdditionalCameraData.cs


float m_Version = 1.0f;
#pragma warning restore 414
Camera m_camera;
// This struct allow to add specialized path in HDRenderPipeline (can be use to render mini map or planar reflection etc...)
// A rendering path is the list of rendering pass that will be executed at runtime and depends on the associated FrameSettings
// Default is the default rendering path define by the HDRendeRPipelineAsset FrameSettings.

[FormerlySerializedAs("serializedFrameSettings")]
FrameSettings m_FrameSettings = new FrameSettings(); // Serialize frameSettings
// Not serialized, not visible
// Not serialized, visible only in the debug windows
bool m_frameSettingsIsDirty = true;
// Use for debug windows
// When camera name change we need to update the name in DebugWindows.
// This is the purpose of this class
bool m_IsDebugRegistered = false;
string m_CameraRegisterName;
// This is the function use outside to access FrameSettings. It return the current state of FrameSettings for the camera
// taking into account the customization via the debug menu
bool m_IsDebugRegistered = false;
Camera m_camera;
string m_CameraRegisterName;
// This function is call at the beginning of camera loop in HDRenderPipeline.Render()
// It allow to correctly init the m_FrameSettingsRuntime to use.
// If the camera use defaultFrameSettings it must be copied in m_FrameSettingsRuntime
// otherwise it is the serialized m_FrameSettings that are used
// This is required so each camera have its own debug settings even if they all use the RenderingPath.Default path
// and important at Runtime as Default Camera from Scene Preview doesn't exist
// assetFrameSettingsIsDirty is the current dirty frame settings state of HDRenderPipelineAsset
// if it is dirty and camera use RenderingPath.Default, we need to update it
// defaultFrameSettings are the settings store in the HDRenderPipelineAsset
public void UpdateDirtyFrameSettings(bool assetFrameSettingsIsDirty, FrameSettings defaultFrameSettings)
{
if (m_frameSettingsIsDirty || assetFrameSettingsIsDirty)
{
// We do a copy of the settings to those effectively used
if (renderingPath == RenderingPath.Default)
{
defaultFrameSettings.CopyTo(m_FrameSettingsRuntime);
}
else
{
m_FrameSettings.CopyTo(m_FrameSettingsRuntime);
}
m_frameSettingsIsDirty = false;
}
}
FrameSettings.RegisterDebug(m_camera.name, GetFrameSettings());
// Note that we register m_FrameSettingsRuntime, so manipulating it in the Debug windows
// doesn't affect the serialized version
if (m_camera.cameraType != CameraType.Preview)
{
FrameSettings.RegisterDebug(m_camera.name, GetFrameSettings());
}
m_CameraRegisterName = m_camera.name;
m_IsDebugRegistered = true;
}

{
if (m_IsDebugRegistered)
{
FrameSettings.UnRegisterDebug(m_CameraRegisterName);
if (m_camera.cameraType != CameraType.Preview)
{
FrameSettings.UnRegisterDebug(m_CameraRegisterName);
}
m_IsDebugRegistered = false;
}
}

m_camera = GetComponent<Camera>();
m_camera.allowHDR = false;
m_FrameSettings.CopyTo(m_FrameSettingsRuntime);
// Tag as dirty so frameSettings are correctly initialize at next HDRenderPipeline.Render() call
m_frameSettingsIsDirty = true;
RegisterDebug();
}

// We need to detect name change in the editor and update debug windows accordingly
#if UNITY_EDITOR
if (m_camera.name != m_CameraRegisterName)
{

public void OnAfterDeserialize()
{
// We do a copy of the settings to those effectively used
m_FrameSettings.CopyTo(m_FrameSettingsRuntime);
// This is call on load or when this settings are change.
// When FrameSettings are manipulated or RenderPath change we reset them to reflect the change, discarding all the Debug Windows change.
// Tag as dirty so frameSettings are correctly initialize at next HDRenderPipeline.Render() call
m_frameSettingsIsDirty = true;
}
}
}

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader


int2 pixelCoord = posInput.positionSS.xy;
int2 tileCoord = (float2)pixelCoord / GetTileSize();
int2 mouseTileCoord = _MousePixelCoord / GetTileSize();
int2 mouseTileCoord = _MousePixelCoord.xy / GetTileSize();
int2 offsetInTile = pixelCoord - tileCoord * GetTileSize();
int n = 0;

int maxLights = 32;
if (tileCoord.y < LIGHTCATEGORY_COUNT && tileCoord.x < maxLights + 3)
{
PositionInputs mousePosInput = GetPositionInput(_MousePixelCoord, _ScreenSize.zw, mouseTileCoord);
PositionInputs mousePosInput = GetPositionInput(_MousePixelCoord.xy, _ScreenSize.zw, mouseTileCoord);
float depthMouse = LOAD_TEXTURE2D(_MainDepthTexture, mousePosInput.positionSS).x;
UpdatePositionInput(depthMouse, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, mousePosInput);

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDCameraEditor.Handlers.cs


EditorUtility.CopySerialized(c.GetComponent<HDAdditionalCameraData>(), m_PreviewAdditionalCameraData);
var layer = c.GetComponent<PostProcessLayer>() ?? ComponentSingleton<PostProcessLayer>.instance;
EditorUtility.CopySerialized(layer, m_PreviewPostProcessLayer);
m_PreviewCamera.cameraType = CameraType.SceneView;
m_PreviewCamera.cameraType = CameraType.SceneView; // This is required else if we use Preview the image is flipped... (Unity...)
m_PreviewHDCamera.Update(m_PreviewPostProcessLayer, m_PreviewAdditionalCameraData.GetFrameSettings());
var previewTexture = GetPreviewTextureWithSize((int)previewSize.x, (int)previewSize.y);

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Camera/HDCameraEditor.cs


m_UIState.Reset(m_SerializedCamera, Repaint);
m_PreviewCamera = EditorUtility.CreateGameObjectWithHideFlags("Preview Camera", HideFlags.HideAndDontSave, typeof(Camera)).GetComponent<Camera>();
m_PreviewCamera.enabled = false;
m_PreviewCamera.cameraType = CameraType.Preview; // Must be init before adding HDAdditionalCameraData
m_PreviewCamera.enabled = false;
m_PreviewHDCamera = new HDCamera(m_PreviewCamera);
m_PreviewHDCamera.Update(m_PreviewPostProcessLayer, m_PreviewAdditionalCameraData.GetFrameSettings());
}

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/RenderPipelineSettingsUI.cs


public RenderPipelineSettingsUI()
: base(0)
{
}
public override void Reset(SerializedRenderPipelineSettings data, UnityAction repaint)

EditorGUILayout.PropertyField(d.supportDBuffer, _.GetContent("Support Decal Buffer"));
EditorGUILayout.PropertyField(d.supportMSAA, _.GetContent("Support MSAA"));
EditorGUILayout.PropertyField(d.supportSubsurfaceScattering, _.GetContent("Support Subsurface Scattering"));
EditorGUILayout.PropertyField(d.supportAsyncCompute, _.GetContent("Support AsyncCompute"));
--EditorGUI.indentLevel;
}
}

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedRenderPipelineSettings.cs


public SerializedProperty supportDBuffer;
public SerializedProperty supportMSAA;
public SerializedProperty supportSubsurfaceScattering;
public SerializedProperty supportAsyncCompute;
public SerializedGlobalLightLoopSettings lightLoopSettings;
public SerializedShadowInitParameters shadowInitParams;

supportDBuffer = root.Find((RenderPipelineSettings s) => s.supportDBuffer);
supportMSAA = root.Find((RenderPipelineSettings s) => s.supportMSAA);
supportSubsurfaceScattering = root.Find((RenderPipelineSettings s) => s.supportSubsurfaceScattering);
supportAsyncCompute = root.Find((RenderPipelineSettings s) => s.supportAsyncCompute);
lightLoopSettings = new SerializedGlobalLightLoopSettings(root.Find((RenderPipelineSettings s) => s.lightLoopSettings));
shadowInitParams = new SerializedShadowInitParameters(root.Find((RenderPipelineSettings s) => s.shadowInitParams));

30
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


m_FrameCount = Time.frameCount;
}
// We first update the state of asset frame settings as they can be use by various camera
// but we keep the dirty state to correctly reset other camera that use RenderingPath.Default.
bool assetFrameSettingsIsDirty = m_Asset.frameSettingsIsDirty;
m_Asset.UpdateDirtyFrameSettings();
foreach (var camera in cameras)
{
if (camera == null)

// Note: the SceneView camera will never have additionalCameraData
// Note: the scene view camera will never have additionalCameraData
var srcFrameSettings = (additionalCameraData && additionalCameraData.renderingPath != HDAdditionalCameraData.RenderingPath.Default)
? additionalCameraData.GetFrameSettings()
: m_Asset.GetFrameSettings();
// Init effective frame settings of each camera
// Each camera have its own debug frame settings control from the debug windows
// debug frame settings can't be aggregate with frame settings (i.e we can't aggregate forward only control for example)
// so debug settings (when use) are the effective frame settings
// To be able to have this behavior we init effective frame settings with serialized frame settings and copy
// debug settings change on top of it. Each time frame settings are change in the editor, we reset all debug settings
// to stay in sync. The loop below allow to update all frame settings correctly and is required because
// camera can rely on default frame settings from the HDRendeRPipelineAsset
FrameSettings srcFrameSettings;
if (additionalCameraData)
{
additionalCameraData.UpdateDirtyFrameSettings(assetFrameSettingsIsDirty, m_Asset.GetFrameSettings());
srcFrameSettings = additionalCameraData.GetFrameSettings();
}
else
{
srcFrameSettings = m_Asset.GetFrameSettings();
}
// Get the effective frame settings for this camera taking into account the global setting and camera type
FrameSettings.InitializeFrameSettings(camera, m_Asset.GetRenderPipelineSettings(), srcFrameSettings, ref m_FrameSettings);
// This is the main command buffer used for the frame.

26
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.cs


FrameSettings m_FrameSettings = new FrameSettings(); // This are the defaultFrameSettings for all the camera and apply to sceneView, public to be visible in the inspector
// Not serialized, not visible, the settings effectively used
FrameSettings m_FrameSettingsRuntime = new FrameSettings();
bool m_frameSettingsIsDirty = true;
public bool frameSettingsIsDirty
{
get { return m_frameSettingsIsDirty; }
}
}
// See comment in FrameSettings.UpdateDirtyFrameSettings()
// for detail about this function
public void UpdateDirtyFrameSettings()
{
if (m_frameSettingsIsDirty)
{
m_FrameSettings.CopyTo(m_FrameSettingsRuntime);
m_frameSettingsIsDirty = false;
}
}
// Store the various RenderPipelineSettings for each platform (for now only one)

void ISerializationCallbackReceiver.OnAfterDeserialize()
{
// Modification of defaultFrameSettings in the inspector will call OnValidate().
// We do a copy of the settings to those effectively used
m_FrameSettings.CopyTo(m_FrameSettingsRuntime);
// This is call on load or when this settings are change.
// When FrameSettings are manipulated we reset them to reflect the change, discarding all the Debug Windows change.
// Tag as dirty so frameSettings are correctly initialize at next HDRenderPipeline.Render() call
m_frameSettingsIsDirty = true;
}
}
}

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs


public bool enablePostprocess = true;
public bool enableStereo = true;
public bool enableAsyncCompute = false;
public bool enableAsyncCompute = true;
public bool enableOpaqueObjects = true;
public bool enableTransparentObjects = true;

// Force forward if we request stereo. TODO: We should not enforce that, users should be able to chose deferred
aggregate.enableForwardRenderingOnly = aggregate.enableForwardRenderingOnly || aggregate.enableStereo;
aggregate.enableAsyncCompute = srcFrameSettings.enableAsyncCompute && renderPipelineSettings.supportAsyncCompute;
aggregate.enableAsyncCompute = srcFrameSettings.enableAsyncCompute && SystemInfo.supportsAsyncCompute;
aggregate.enableOpaqueObjects = srcFrameSettings.enableOpaqueObjects;
aggregate.enableTransparentObjects = srcFrameSettings.enableTransparentObjects;

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/RenderPipelineSettings.cs


// Engine
public bool supportDBuffer = false;
public bool supportMSAA = false;
public bool supportAsyncCompute = false;
public GlobalLightLoopSettings lightLoopSettings = new GlobalLightLoopSettings();
public ShadowInitParameters shadowInitParams = new ShadowInitParameters();

5
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/Resources/ProceduralSky.shader


float getMiePhase(float eyeCos, float eyeCos2)
{
float temp = 1.0 + MIE_G2 - 2.0 * MIE_G * eyeCos;
temp = pow(max(temp, 0), pow(_SunSize,0.65) * 10);
temp = PositivePow(temp, PositivePow(_SunSize, 0.65) * 10);
#if defined(UNITY_COLORSPACE_GAMMA) && SKYBOX_COLOR_IN_TARGET_COLOR_SPACE
temp = pow(temp, .454545);
#endif
return temp;
}

3
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_GraphicTests_Asset.asset


shadowInitParams:
shadowAtlasWidth: 4096
shadowAtlasHeight: 4096
diffusionProfileSettings: {fileID: 0}
diffusionProfileSettings: {fileID: 11400000, guid: 802c802428a2d9640a87e821dfcdd9e8,
type: 2}

3
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/HDRP_Test_Camera.prefab


width: 1
height: 1
near clip plane: 0.5
far clip plane: 12
far clip plane: 20
field of view: 60
orthographic: 0
orthographic size: 1.2

m_Bits: 4294967295
m_FrameSettings:
enableShadow: 1
enableContactShadows: 1
enableSSR: 1
enableSSAO: 1
enableSubsurfaceScattering: 1

1001
ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering.unity.png
文件差异内容过多而无法显示
查看文件

83
ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1301_SubSurfaceScattering.unity.png.meta


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8
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/GroundLeaf.meta


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85
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Head.prefab


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- _DistortionBlendMode: 0
- _DistortionBlurBlendMode: 0
- _DistortionBlurDstBlend: 1
- _DistortionBlurRemapMax: 1
- _DistortionBlurRemapMin: 0
- _DistortionBlurScale: 1
- _DistortionBlurSrcBlend: 1
- _DistortionDepthTest: 1
- _DistortionDstBlend: 1
- _DistortionEnable: 0
- _DistortionOnly: 0
- _DistortionScale: 1
- _DistortionSrcBlend: 1
- _DistortionVectorBias: -1
- _DistortionVectorScale: 2
- _DoubleSidedEnable: 0
- _DoubleSidedNormalMode: 1
- _Drag: 1
- _DstBlend: 0
- _EmissiveColorMode: 1
- _EmissiveIntensity: 0
- _EnableBlendModePreserveSpecularLighting: 1
- _EnableFogOnTransparent: 1
- _EnableMotionVectorForVertexAnimation: 0
- _EnableSpecularOcclusion: 0
- _EnableWind: 0
- _EnergyConservingSpecularColor: 1
- _HeightAmplitude: 0.02
- _HeightAmplitude0: 0.02
- _HeightAmplitude1: 0.02
- _HeightAmplitude2: 0.02
- _HeightAmplitude3: 0.02
- _HeightCenter: 0.5
- _HeightCenter0: 0.5
- _HeightCenter1: 0.5
- _HeightCenter2: 0.5
- _HeightCenter3: 0.5
- _HeightMapParametrization: 0
- _HeightMapParametrization0: 0
- _HeightMapParametrization1: 0
- _HeightMapParametrization2: 0
- _HeightMapParametrization3: 0
- _HeightMax: 1
- _HeightMax0: 1
- _HeightMax1: 1
- _HeightMax2: 1
- _HeightMax3: 1
- _HeightMin: -1
- _HeightMin0: -1
- _HeightMin1: -1
- _HeightMin2: -1
- _HeightMin3: -1
- _HeightOffset: 0
- _HeightOffset0: 0
- _HeightOffset1: 0
- _HeightOffset2: 0
- _HeightOffset3: 0
- _HeightPoMAmplitude: 2
- _HeightPoMAmplitude0: 2
- _HeightPoMAmplitude1: 2
- _HeightPoMAmplitude2: 2
- _HeightPoMAmplitude3: 2
- _HeightTessAmplitude: 2
- _HeightTessAmplitude0: 2
- _HeightTessAmplitude1: 2
- _HeightTessAmplitude2: 2
- _HeightTessAmplitude3: 2
- _HeightTessCenter: 0.5
- _HeightTessCenter0: 0.5
- _HeightTessCenter1: 0.5
- _HeightTessCenter2: 0.5
- _HeightTessCenter3: 0.5
- _HeightTransition: 0
- _IOR: 1
- _InheritBaseColor1: 0
- _InheritBaseColor2: 0
- _InheritBaseColor3: 0
- _InheritBaseHeight1: 0
- _InheritBaseHeight2: 0
- _InheritBaseHeight3: 0
- _InheritBaseNormal1: 0
- _InheritBaseNormal2: 0
- _InheritBaseNormal3: 0
- _InitialBend: 1
- _InvTilingScale: 1
- _InvTilingScale0: 1
- _InvTilingScale1: 1
- _InvTilingScale2: 1
- _InvTilingScale3: 1
- _LayerCount: 4
- _LinkDetailsWithBase: 1
- _LinkDetailsWithBase0: 1
- _LinkDetailsWithBase1: 1
- _LinkDetailsWithBase2: 1
- _LinkDetailsWithBase3: 1
- _MaterialID: 0
- _Metallic: 0
- _Metallic0: 0
- _Metallic1: 0
- _Metallic2: 0
- _Metallic3: 0
- _NormalMapSpace: 0
- _NormalMapSpace0: 0
- _NormalMapSpace1: 0
- _NormalMapSpace2: 0
- _NormalMapSpace3: 0
- _NormalScale: 1
- _NormalScale0: 1
- _NormalScale1: 1
- _NormalScale2: 1
- _NormalScale3: 1
- _ObjectScaleAffectTile: 0
- _OpacityAsDensity0: 0
- _OpacityAsDensity1: 0
- _OpacityAsDensity2: 0
- _OpacityAsDensity3: 0
- _PPDLodThreshold: 5
- _PPDMaxSamples: 15
- _PPDMinSamples: 5
- _PPDPrimitiveLength: 1
- _PPDPrimitiveWidth: 1
- _PreRefractionPass: 0
- _RefractionMode: 0
- _ShiverDirectionality: 0.5
- _ShiverDrag: 0.2
- _ShowLayer0: 1
- _ShowLayer1: 1
- _ShowLayer2: 1
- _ShowLayer3: 1
- _ShowMaterialReferences: 0
- _Smoothness: 0.542
- _Smoothness0: 1
- _Smoothness1: 1
- _Smoothness2: 1
- _Smoothness3: 1
- _SmoothnessRemapMax: 1
- _SmoothnessRemapMax0: 1
- _SmoothnessRemapMax1: 1
- _SmoothnessRemapMax2: 1
- _SmoothnessRemapMax3: 1
- _SmoothnessRemapMin: 0
- _SmoothnessRemapMin0: 0
- _SmoothnessRemapMin1: 0
- _SmoothnessRemapMin2: 0
- _SmoothnessRemapMin3: 0
- _SrcBlend: 1
- _StencilRef: 1
- _StencilRefMV: 128
- _StencilWriteMask: 7
- _StencilWriteMaskMV: 128
- _Stiffness: 1
- _SubsurfaceMask: 1
- _SubsurfaceMask0: 1
- _SubsurfaceMask1: 1
- _SubsurfaceMask2: 1
- _SubsurfaceMask3: 1
- _SurfaceType: 0
- _TexWorldScale: 1
- _TexWorldScale0: 1
- _TexWorldScale1: 1
- _TexWorldScale2: 1
- _TexWorldScale3: 1
- _TexWorldScaleBlendMask: 1
- _TexWorldScaleEmissive: 1
- _Thickness: 1
- _Thickness0: 1
- _Thickness1: 1
- _Thickness2: 1
- _Thickness3: 1
- _ThicknessMultiplier: 1
- _TransparentBackfaceEnable: 0
- _TransparentDepthPostpassEnable: 0
- _TransparentDepthPrepassEnable: 0
- _UVBase: 0
- _UVBase0: 0
- _UVBase1: 0
- _UVBase2: 0
- _UVBase3: 0
- _UVBlendMask: 0
- _UVDetail: 0
- _UVDetail0: 0
- _UVDetail1: 0
- _UVDetail2: 0
- _UVDetail3: 0
- _UVEmissive: 0
- _UseDensityMode: 0
- _UseHeightBasedBlend: 0
- _UseMainLayerInfluence: 0
- _VertexColorMode: 0
- _ZTestMode: 4
- _ZWrite: 1
m_Colors:
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _BaseColor0: {r: 1, g: 1, b: 1, a: 1}
- _BaseColor1: {r: 1, g: 0, b: 0, a: 1}
- _BaseColor2: {r: 0, g: 1, b: 0, a: 1}
- _BaseColor3: {r: 0, g: 0, b: 1, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0}
- _EmissionColor: {r: 1, g: 1, b: 1, a: 1}
- _EmissiveColor: {r: 1, g: 1, b: 1, a: 1}
- _InvPrimScale: {r: 1, g: 1, b: 0, a: 0}
- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
- _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0}
- _ThicknessRemap0: {r: 0, g: 1, b: 0, a: 0}
- _ThicknessRemap1: {r: 0, g: 1, b: 0, a: 0}
- _ThicknessRemap2: {r: 0, g: 1, b: 0, a: 0}
- _ThicknessRemap3: {r: 0, g: 1, b: 0, a: 0}
- _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1}
- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0}
- _UVDetailsMappingMask0: {r: 1, g: 0, b: 0, a: 0}
- _UVDetailsMappingMask1: {r: 1, g: 0, b: 0, a: 0}
- _UVDetailsMappingMask2: {r: 1, g: 0, b: 0, a: 0}
- _UVDetailsMappingMask3: {r: 1, g: 0, b: 0, a: 0}
- _UVMappingMask: {r: 1, g: 0, b: 0, a: 0}
- _UVMappingMask0: {r: 1, g: 0, b: 0, a: 0}
- _UVMappingMask1: {r: 1, g: 0, b: 0, a: 0}
- _UVMappingMask2: {r: 1, g: 0, b: 0, a: 0}
- _UVMappingMask3: {r: 1, g: 0, b: 0, a: 0}
- _UVMappingMaskBlendMask: {r: 1, g: 0, b: 0, a: 0}
- _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0}
- _UnlitColor: {r: 1, g: 1, b: 1, a: 1}

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