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HDRenderPipeline: Refactor shader pass code + fix issue with error detection in editor
HDRenderPipeline: Refactor shader pass code + fix issue with error detection in editor
This PR clean the error code detection of legacy shader that was drawing in every pass It fix an issue with Prepass that was not always correctly handled with forward only It clean the code to avoid redundant call of forward pass It reduce memory allocation by precomputing shader pass name/main
sebastienlagarde
7 年前
当前提交
7934dae3
共有 6 个文件被更改,包括 357 次插入 和 310 次删除
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17ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
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245ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
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2ScriptableRenderPipeline/HDRenderPipeline/Lighting/Volumetrics/VolumetricLighting.cs
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214ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs
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189ScriptableRenderPipeline/HDRenderPipeline/HDShaderIDs.cs
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0/ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs.meta
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namespace UnityEngine.Experimental.Rendering.HDPipeline |
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{ |
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static class HDShaderPassNames |
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{ |
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// ShaderPass name
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internal static readonly ShaderPassName s_EmptyName = new ShaderPassName(""); |
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internal static readonly ShaderPassName m_ForwardName = new ShaderPassName("Forward"); |
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internal static readonly ShaderPassName m_ForwardDisplayDebugName = new ShaderPassName("ForwardDisplayDebug"); |
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internal static readonly ShaderPassName m_DepthOnlyName = new ShaderPassName("DepthOnly"); |
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internal static readonly ShaderPassName m_ForwardOnlyOpaqueDepthOnlyName = new ShaderPassName("ForwardOnlyOpaqueDepthOnly"); |
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internal static readonly ShaderPassName m_ForwardOnlyOpaqueName = new ShaderPassName("ForwardOnlyOpaque"); |
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internal static readonly ShaderPassName m_ForwardOnlyOpaqueDisplayDebugName = new ShaderPassName("ForwardOnlyOpaqueDisplayDebug"); |
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internal static readonly ShaderPassName m_GBufferName = new ShaderPassName("GBuffer"); |
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internal static readonly ShaderPassName m_GBufferDebugDisplayName = new ShaderPassName("GBufferDebugDisplay"); |
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internal static readonly ShaderPassName m_SRPDefaultUnlitName = new ShaderPassName("SRPDefaultUnlit"); |
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internal static readonly ShaderPassName m_MotionVectorsName = new ShaderPassName("MotionVectors"); |
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internal static readonly ShaderPassName m_DistortionVectorsName = new ShaderPassName("DistortionVectors"); |
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// Legacy name
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internal static readonly ShaderPassName m_AlwaysName = new ShaderPassName("Always"); |
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internal static readonly ShaderPassName m_ForwardBaseName = new ShaderPassName("ForwardBase"); |
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internal static readonly ShaderPassName m_DeferredName = new ShaderPassName("Deferred"); |
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internal static readonly ShaderPassName m_PrepassBaseName = new ShaderPassName("PrepassBase"); |
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internal static readonly ShaderPassName m_VertexName = new ShaderPassName("Vertex"); |
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internal static readonly ShaderPassName m_VertexLMRGBMName = new ShaderPassName("VertexLMRGBM"); |
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internal static readonly ShaderPassName m_VertexLMName = new ShaderPassName("VertexLM"); |
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} |
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// Pre-hashed shader ids - naming conventions are a bit off in this file as we use the same
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// fields names as in the shaders for ease of use... Would be nice to clean this up at some
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// point.
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static class HDShaderIDs |
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{ |
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internal static readonly int _ShadowDatasExp = Shader.PropertyToID("_ShadowDatasExp"); |
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internal static readonly int _ShadowPayloads = Shader.PropertyToID("_ShadowPayloads"); |
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internal static readonly int _ShadowmapExp_VSM_0 = Shader.PropertyToID("_ShadowmapExp_VSM_0"); |
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internal static readonly int _ShadowmapExp_VSM_1 = Shader.PropertyToID("_ShadowmapExp_VSM_1"); |
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internal static readonly int _ShadowmapExp_VSM_2 = Shader.PropertyToID("_ShadowmapExp_VSM_2"); |
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internal static readonly int _ShadowmapExp_PCF = Shader.PropertyToID("_ShadowmapExp_PCF"); |
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internal static readonly int g_LayeredSingleIdxBuffer = Shader.PropertyToID("g_LayeredSingleIdxBuffer"); |
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internal static readonly int _EnvLightIndexShift = Shader.PropertyToID("_EnvLightIndexShift"); |
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internal static readonly int g_isOrthographic = Shader.PropertyToID("g_isOrthographic"); |
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internal static readonly int g_iNrVisibLights = Shader.PropertyToID("g_iNrVisibLights"); |
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internal static readonly int g_mScrProjection = Shader.PropertyToID("g_mScrProjection"); |
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internal static readonly int g_mInvScrProjection = Shader.PropertyToID("g_mInvScrProjection"); |
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internal static readonly int g_iLog2NumClusters = Shader.PropertyToID("g_iLog2NumClusters"); |
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internal static readonly int g_fNearPlane = Shader.PropertyToID("g_fNearPlane"); |
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internal static readonly int g_fFarPlane = Shader.PropertyToID("g_fFarPlane"); |
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internal static readonly int g_fClustScale = Shader.PropertyToID("g_fClustScale"); |
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internal static readonly int g_fClustBase = Shader.PropertyToID("g_fClustBase"); |
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internal static readonly int g_depth_tex = Shader.PropertyToID("g_depth_tex"); |
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internal static readonly int g_vLayeredLightList = Shader.PropertyToID("g_vLayeredLightList"); |
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internal static readonly int g_LayeredOffset = Shader.PropertyToID("g_LayeredOffset"); |
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internal static readonly int g_vBigTileLightList = Shader.PropertyToID("g_vBigTileLightList"); |
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internal static readonly int g_logBaseBuffer = Shader.PropertyToID("g_logBaseBuffer"); |
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internal static readonly int g_vBoundsBuffer = Shader.PropertyToID("g_vBoundsBuffer"); |
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internal static readonly int _LightVolumeData = Shader.PropertyToID("_LightVolumeData"); |
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internal static readonly int g_data = Shader.PropertyToID("g_data"); |
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internal static readonly int g_mProjection = Shader.PropertyToID("g_mProjection"); |
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internal static readonly int g_mInvProjection = Shader.PropertyToID("g_mInvProjection"); |
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internal static readonly int g_viDimensions = Shader.PropertyToID("g_viDimensions"); |
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internal static readonly int g_vLightList = Shader.PropertyToID("g_vLightList"); |
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internal static readonly int g_BaseFeatureFlags = Shader.PropertyToID("g_BaseFeatureFlags"); |
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internal static readonly int g_TileFeatureFlags = Shader.PropertyToID("g_TileFeatureFlags"); |
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internal static readonly int _GBufferTexture0 = Shader.PropertyToID("_GBufferTexture0"); |
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internal static readonly int _GBufferTexture1 = Shader.PropertyToID("_GBufferTexture1"); |
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internal static readonly int _GBufferTexture2 = Shader.PropertyToID("_GBufferTexture2"); |
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internal static readonly int _GBufferTexture3 = Shader.PropertyToID("_GBufferTexture3"); |
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internal static readonly int g_DispatchIndirectBuffer = Shader.PropertyToID("g_DispatchIndirectBuffer"); |
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internal static readonly int g_TileList = Shader.PropertyToID("g_TileList"); |
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internal static readonly int g_NumTiles = Shader.PropertyToID("g_NumTiles"); |
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internal static readonly int g_NumTilesX = Shader.PropertyToID("g_NumTilesX"); |
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internal static readonly int _NumTiles = Shader.PropertyToID("_NumTiles"); |
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internal static readonly int _CookieTextures = Shader.PropertyToID("_CookieTextures"); |
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internal static readonly int _CookieCubeTextures = Shader.PropertyToID("_CookieCubeTextures"); |
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internal static readonly int _EnvTextures = Shader.PropertyToID("_EnvTextures"); |
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internal static readonly int _DirectionalLightDatas = Shader.PropertyToID("_DirectionalLightDatas"); |
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internal static readonly int _DirectionalLightCount = Shader.PropertyToID("_DirectionalLightCount"); |
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internal static readonly int _LightDatas = Shader.PropertyToID("_LightDatas"); |
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internal static readonly int _PunctualLightCount = Shader.PropertyToID("_PunctualLightCount"); |
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internal static readonly int _AreaLightCount = Shader.PropertyToID("_AreaLightCount"); |
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internal static readonly int g_vLightListGlobal = Shader.PropertyToID("g_vLightListGlobal"); |
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internal static readonly int _EnvLightDatas = Shader.PropertyToID("_EnvLightDatas"); |
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internal static readonly int _EnvLightCount = Shader.PropertyToID("_EnvLightCount"); |
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internal static readonly int _ShadowDatas = Shader.PropertyToID("_ShadowDatas"); |
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internal static readonly int _DirShadowSplitSpheres = Shader.PropertyToID("_DirShadowSplitSpheres"); |
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internal static readonly int _NumTileFtplX = Shader.PropertyToID("_NumTileFtplX"); |
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internal static readonly int _NumTileFtplY = Shader.PropertyToID("_NumTileFtplY"); |
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internal static readonly int _NumTileClusteredX = Shader.PropertyToID("_NumTileClusteredX"); |
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internal static readonly int _NumTileClusteredY = Shader.PropertyToID("_NumTileClusteredY"); |
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internal static readonly int g_isLogBaseBufferEnabled = Shader.PropertyToID("g_isLogBaseBufferEnabled"); |
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internal static readonly int g_vLayeredOffsetsBuffer = Shader.PropertyToID("g_vLayeredOffsetsBuffer"); |
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internal static readonly int _ViewTilesFlags = Shader.PropertyToID("_ViewTilesFlags"); |
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internal static readonly int _MousePixelCoord = Shader.PropertyToID("_MousePixelCoord"); |
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internal static readonly int _DebugViewMaterial = Shader.PropertyToID("_DebugViewMaterial"); |
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internal static readonly int _DebugLightingMode = Shader.PropertyToID("_DebugLightingMode"); |
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internal static readonly int _DebugLightingAlbedo = Shader.PropertyToID("_DebugLightingAlbedo"); |
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internal static readonly int _DebugLightingSmoothness = Shader.PropertyToID("_DebugLightingSmoothness"); |
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internal static readonly int _AmbientOcclusionTexture = Shader.PropertyToID("_AmbientOcclusionTexture"); |
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internal static readonly int _UseTileLightList = Shader.PropertyToID("_UseTileLightList"); |
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internal static readonly int _Time = Shader.PropertyToID("_Time"); |
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internal static readonly int _SinTime = Shader.PropertyToID("_SinTime"); |
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internal static readonly int _CosTime = Shader.PropertyToID("_CosTime"); |
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internal static readonly int unity_DeltaTime = Shader.PropertyToID("unity_DeltaTime"); |
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internal static readonly int _EnvLightSkyEnabled = Shader.PropertyToID("_EnvLightSkyEnabled"); |
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internal static readonly int _AmbientOcclusionDirectLightStrenght = Shader.PropertyToID("_AmbientOcclusionDirectLightStrenght"); |
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internal static readonly int _SkyTexture = Shader.PropertyToID("_SkyTexture"); |
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internal static readonly int _UseDisneySSS = Shader.PropertyToID("_UseDisneySSS"); |
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internal static readonly int _EnableSSSAndTransmission = Shader.PropertyToID("_EnableSSSAndTransmission"); |
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internal static readonly int _TexturingModeFlags = Shader.PropertyToID("_TexturingModeFlags"); |
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internal static readonly int _TransmissionFlags = Shader.PropertyToID("_TransmissionFlags"); |
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internal static readonly int _ThicknessRemaps = Shader.PropertyToID("_ThicknessRemaps"); |
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internal static readonly int _ShapeParams = Shader.PropertyToID("_ShapeParams"); |
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internal static readonly int _HalfRcpVariancesAndWeights = Shader.PropertyToID("_HalfRcpVariancesAndWeights"); |
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internal static readonly int _TransmissionTints = Shader.PropertyToID("_TransmissionTints"); |
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internal static readonly int specularLightingUAV = Shader.PropertyToID("specularLightingUAV"); |
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internal static readonly int diffuseLightingUAV = Shader.PropertyToID("diffuseLightingUAV"); |
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internal static readonly int g_TileListOffset = Shader.PropertyToID("g_TileListOffset"); |
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internal static readonly int _LtcData = Shader.PropertyToID("_LtcData"); |
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internal static readonly int _PreIntegratedFGD = Shader.PropertyToID("_PreIntegratedFGD"); |
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internal static readonly int _LtcGGXMatrix = Shader.PropertyToID("_LtcGGXMatrix"); |
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internal static readonly int _LtcDisneyDiffuseMatrix = Shader.PropertyToID("_LtcDisneyDiffuseMatrix"); |
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internal static readonly int _LtcMultiGGXFresnelDisneyDiffuse = Shader.PropertyToID("_LtcMultiGGXFresnelDisneyDiffuse"); |
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internal static readonly int _MainDepthTexture = Shader.PropertyToID("_MainDepthTexture"); |
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internal static readonly int _DeferredShadowTexture = Shader.PropertyToID("_DeferredShadowTexture"); |
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internal static readonly int _DeferredShadowTextureUAV = Shader.PropertyToID("_DeferredShadowTextureUAV"); |
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internal static readonly int _DirectionalShadowIndex = Shader.PropertyToID("_DirectionalShadowIndex"); |
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internal static readonly int unity_OrthoParams = Shader.PropertyToID("unity_OrthoParams"); |
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internal static readonly int _ZBufferParams = Shader.PropertyToID("_ZBufferParams"); |
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internal static readonly int _ScreenParams = Shader.PropertyToID("_ScreenParams"); |
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internal static readonly int _ProjectionParams = Shader.PropertyToID("_ProjectionParams"); |
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internal static readonly int _WorldSpaceCameraPos = Shader.PropertyToID("_WorldSpaceCameraPos"); |
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internal static readonly int _StencilRef = Shader.PropertyToID("_StencilRef"); |
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internal static readonly int _StencilCmp = Shader.PropertyToID("_StencilCmp"); |
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internal static readonly int _SrcBlend = Shader.PropertyToID("_SrcBlend"); |
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internal static readonly int _DstBlend = Shader.PropertyToID("_DstBlend"); |
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internal static readonly int _HTile = Shader.PropertyToID("_HTile"); |
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internal static readonly int _StencilTexture = Shader.PropertyToID("_StencilTexture"); |
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internal static readonly int _ViewMatrix = Shader.PropertyToID("_ViewMatrix"); |
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internal static readonly int _InvViewMatrix = Shader.PropertyToID("_InvViewMatrix"); |
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internal static readonly int _ProjMatrix = Shader.PropertyToID("_ProjMatrix"); |
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internal static readonly int _InvProjMatrix = Shader.PropertyToID("_InvProjMatrix"); |
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internal static readonly int _NonJitteredViewProjMatrix = Shader.PropertyToID("_NonJitteredViewProjMatrix"); |
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internal static readonly int _ViewProjMatrix = Shader.PropertyToID("_ViewProjMatrix"); |
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internal static readonly int _InvViewProjMatrix = Shader.PropertyToID("_InvViewProjMatrix"); |
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internal static readonly int _InvProjParam = Shader.PropertyToID("_InvProjParam"); |
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internal static readonly int _ScreenSize = Shader.PropertyToID("_ScreenSize"); |
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internal static readonly int _PrevViewProjMatrix = Shader.PropertyToID("_PrevViewProjMatrix"); |
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internal static readonly int _FrustumPlanes = Shader.PropertyToID("_FrustumPlanes"); |
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internal static readonly int _DepthTexture = Shader.PropertyToID("_DepthTexture"); |
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internal static readonly int _CameraColorTexture = Shader.PropertyToID("_CameraColorTexture"); |
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internal static readonly int _CameraSssDiffuseLightingBuffer = Shader.PropertyToID("_CameraSssDiffuseLightingTexture"); |
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internal static readonly int _CameraFilteringBuffer = Shader.PropertyToID("_CameraFilteringTexture"); |
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internal static readonly int _IrradianceSource = Shader.PropertyToID("_IrradianceSource"); |
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internal static readonly int _VelocityTexture = Shader.PropertyToID("_VelocityTexture"); |
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internal static readonly int _DistortionTexture = Shader.PropertyToID("_DistortionTexture"); |
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internal static readonly int _DebugFullScreenTexture = Shader.PropertyToID("_DebugFullScreenTexture"); |
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internal static readonly int _WorldScales = Shader.PropertyToID("_WorldScales"); |
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internal static readonly int _FilterKernels = Shader.PropertyToID("_FilterKernels"); |
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internal static readonly int _FilterKernelsBasic = Shader.PropertyToID("_FilterKernelsBasic"); |
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internal static readonly int _HalfRcpWeightedVariances = Shader.PropertyToID("_HalfRcpWeightedVariances"); |
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internal static readonly int _CameraPosDiff = Shader.PropertyToID("_CameraPosDiff"); |
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internal static readonly int _CameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture"); |
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internal static readonly int _CameraMotionVectorsTexture = Shader.PropertyToID("_CameraMotionVectorsTexture"); |
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internal static readonly int _FullScreenDebugMode = Shader.PropertyToID("_FullScreenDebugMode"); |
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internal static readonly int _InputCubemap = Shader.PropertyToID("_InputCubemap"); |
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internal static readonly int _Mipmap = Shader.PropertyToID("_Mipmap"); |
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internal static readonly int _MaxRadius = Shader.PropertyToID("_MaxRadius"); |
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internal static readonly int _ShapeParam = Shader.PropertyToID("_ShapeParam"); |
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internal static readonly int _StdDev1 = Shader.PropertyToID("_StdDev1"); |
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internal static readonly int _StdDev2 = Shader.PropertyToID("_StdDev2"); |
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internal static readonly int _LerpWeight = Shader.PropertyToID("_LerpWeight"); |
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internal static readonly int _HalfRcpVarianceAndWeight1 = Shader.PropertyToID("_HalfRcpVarianceAndWeight1"); |
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internal static readonly int _HalfRcpVarianceAndWeight2 = Shader.PropertyToID("_HalfRcpVarianceAndWeight2"); |
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internal static readonly int _TransmissionTint = Shader.PropertyToID("_TransmissionTint"); |
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internal static readonly int _ThicknessRemap = Shader.PropertyToID("_ThicknessRemap"); |
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internal static readonly int _Cubemap = Shader.PropertyToID("_Cubemap"); |
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internal static readonly int _SkyParam = Shader.PropertyToID("_SkyParam"); |
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internal static readonly int _PixelCoordToViewDirWS = Shader.PropertyToID("_PixelCoordToViewDirWS"); |
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internal static readonly int _GlobalFog_Extinction = Shader.PropertyToID("_GlobalFog_Extinction"); |
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internal static readonly int _GlobalFog_Asymmetry = Shader.PropertyToID("_GlobalFog_Asymmetry"); |
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internal static readonly int _GlobalFog_Scattering = Shader.PropertyToID("_GlobalFog_Scattering"); |
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} |
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} |
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namespace UnityEngine.Experimental.Rendering.HDPipeline |
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{ |
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// Pre-hashed shader ids - naming conventions are a bit off in this file as we use the same
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// fields names as in the shaders for ease of use... Would be nice to clean this up at some
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// point.
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static class HDShaderIDs |
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{ |
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internal static readonly int _ShadowDatasExp = Shader.PropertyToID("_ShadowDatasExp"); |
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internal static readonly int _ShadowPayloads = Shader.PropertyToID("_ShadowPayloads"); |
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internal static readonly int _ShadowmapExp_VSM_0 = Shader.PropertyToID("_ShadowmapExp_VSM_0"); |
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internal static readonly int _ShadowmapExp_VSM_1 = Shader.PropertyToID("_ShadowmapExp_VSM_1"); |
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internal static readonly int _ShadowmapExp_VSM_2 = Shader.PropertyToID("_ShadowmapExp_VSM_2"); |
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internal static readonly int _ShadowmapExp_PCF = Shader.PropertyToID("_ShadowmapExp_PCF"); |
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internal static readonly int g_LayeredSingleIdxBuffer = Shader.PropertyToID("g_LayeredSingleIdxBuffer"); |
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internal static readonly int _EnvLightIndexShift = Shader.PropertyToID("_EnvLightIndexShift"); |
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internal static readonly int g_isOrthographic = Shader.PropertyToID("g_isOrthographic"); |
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internal static readonly int g_iNrVisibLights = Shader.PropertyToID("g_iNrVisibLights"); |
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internal static readonly int g_mScrProjection = Shader.PropertyToID("g_mScrProjection"); |
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internal static readonly int g_mInvScrProjection = Shader.PropertyToID("g_mInvScrProjection"); |
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internal static readonly int g_iLog2NumClusters = Shader.PropertyToID("g_iLog2NumClusters"); |
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internal static readonly int g_fNearPlane = Shader.PropertyToID("g_fNearPlane"); |
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internal static readonly int g_fFarPlane = Shader.PropertyToID("g_fFarPlane"); |
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internal static readonly int g_fClustScale = Shader.PropertyToID("g_fClustScale"); |
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internal static readonly int g_fClustBase = Shader.PropertyToID("g_fClustBase"); |
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internal static readonly int g_depth_tex = Shader.PropertyToID("g_depth_tex"); |
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internal static readonly int g_vLayeredLightList = Shader.PropertyToID("g_vLayeredLightList"); |
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internal static readonly int g_LayeredOffset = Shader.PropertyToID("g_LayeredOffset"); |
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internal static readonly int g_vBigTileLightList = Shader.PropertyToID("g_vBigTileLightList"); |
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internal static readonly int g_logBaseBuffer = Shader.PropertyToID("g_logBaseBuffer"); |
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internal static readonly int g_vBoundsBuffer = Shader.PropertyToID("g_vBoundsBuffer"); |
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internal static readonly int _LightVolumeData = Shader.PropertyToID("_LightVolumeData"); |
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internal static readonly int g_data = Shader.PropertyToID("g_data"); |
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internal static readonly int g_mProjection = Shader.PropertyToID("g_mProjection"); |
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internal static readonly int g_mInvProjection = Shader.PropertyToID("g_mInvProjection"); |
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internal static readonly int g_viDimensions = Shader.PropertyToID("g_viDimensions"); |
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internal static readonly int g_vLightList = Shader.PropertyToID("g_vLightList"); |
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internal static readonly int g_BaseFeatureFlags = Shader.PropertyToID("g_BaseFeatureFlags"); |
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internal static readonly int g_TileFeatureFlags = Shader.PropertyToID("g_TileFeatureFlags"); |
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internal static readonly int _GBufferTexture0 = Shader.PropertyToID("_GBufferTexture0"); |
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internal static readonly int _GBufferTexture1 = Shader.PropertyToID("_GBufferTexture1"); |
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internal static readonly int _GBufferTexture2 = Shader.PropertyToID("_GBufferTexture2"); |
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internal static readonly int _GBufferTexture3 = Shader.PropertyToID("_GBufferTexture3"); |
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internal static readonly int g_DispatchIndirectBuffer = Shader.PropertyToID("g_DispatchIndirectBuffer"); |
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internal static readonly int g_TileList = Shader.PropertyToID("g_TileList"); |
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internal static readonly int g_NumTiles = Shader.PropertyToID("g_NumTiles"); |
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internal static readonly int g_NumTilesX = Shader.PropertyToID("g_NumTilesX"); |
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internal static readonly int _NumTiles = Shader.PropertyToID("_NumTiles"); |
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internal static readonly int _CookieTextures = Shader.PropertyToID("_CookieTextures"); |
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internal static readonly int _CookieCubeTextures = Shader.PropertyToID("_CookieCubeTextures"); |
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internal static readonly int _EnvTextures = Shader.PropertyToID("_EnvTextures"); |
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internal static readonly int _DirectionalLightDatas = Shader.PropertyToID("_DirectionalLightDatas"); |
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internal static readonly int _DirectionalLightCount = Shader.PropertyToID("_DirectionalLightCount"); |
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internal static readonly int _LightDatas = Shader.PropertyToID("_LightDatas"); |
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internal static readonly int _PunctualLightCount = Shader.PropertyToID("_PunctualLightCount"); |
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internal static readonly int _AreaLightCount = Shader.PropertyToID("_AreaLightCount"); |
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internal static readonly int g_vLightListGlobal = Shader.PropertyToID("g_vLightListGlobal"); |
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internal static readonly int _EnvLightDatas = Shader.PropertyToID("_EnvLightDatas"); |
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internal static readonly int _EnvLightCount = Shader.PropertyToID("_EnvLightCount"); |
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internal static readonly int _ShadowDatas = Shader.PropertyToID("_ShadowDatas"); |
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internal static readonly int _DirShadowSplitSpheres = Shader.PropertyToID("_DirShadowSplitSpheres"); |
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internal static readonly int _NumTileFtplX = Shader.PropertyToID("_NumTileFtplX"); |
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internal static readonly int _NumTileFtplY = Shader.PropertyToID("_NumTileFtplY"); |
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internal static readonly int _NumTileClusteredX = Shader.PropertyToID("_NumTileClusteredX"); |
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internal static readonly int _NumTileClusteredY = Shader.PropertyToID("_NumTileClusteredY"); |
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internal static readonly int g_isLogBaseBufferEnabled = Shader.PropertyToID("g_isLogBaseBufferEnabled"); |
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internal static readonly int g_vLayeredOffsetsBuffer = Shader.PropertyToID("g_vLayeredOffsetsBuffer"); |
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internal static readonly int _ViewTilesFlags = Shader.PropertyToID("_ViewTilesFlags"); |
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internal static readonly int _MousePixelCoord = Shader.PropertyToID("_MousePixelCoord"); |
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internal static readonly int _DebugViewMaterial = Shader.PropertyToID("_DebugViewMaterial"); |
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internal static readonly int _DebugLightingMode = Shader.PropertyToID("_DebugLightingMode"); |
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internal static readonly int _DebugLightingAlbedo = Shader.PropertyToID("_DebugLightingAlbedo"); |
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internal static readonly int _DebugLightingSmoothness = Shader.PropertyToID("_DebugLightingSmoothness"); |
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internal static readonly int _AmbientOcclusionTexture = Shader.PropertyToID("_AmbientOcclusionTexture"); |
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|
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internal static readonly int _UseTileLightList = Shader.PropertyToID("_UseTileLightList"); |
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internal static readonly int _Time = Shader.PropertyToID("_Time"); |
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internal static readonly int _SinTime = Shader.PropertyToID("_SinTime"); |
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internal static readonly int _CosTime = Shader.PropertyToID("_CosTime"); |
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internal static readonly int unity_DeltaTime = Shader.PropertyToID("unity_DeltaTime"); |
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internal static readonly int _EnvLightSkyEnabled = Shader.PropertyToID("_EnvLightSkyEnabled"); |
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internal static readonly int _AmbientOcclusionDirectLightStrenght = Shader.PropertyToID("_AmbientOcclusionDirectLightStrenght"); |
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internal static readonly int _SkyTexture = Shader.PropertyToID("_SkyTexture"); |
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|
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internal static readonly int _UseDisneySSS = Shader.PropertyToID("_UseDisneySSS"); |
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internal static readonly int _EnableSSSAndTransmission = Shader.PropertyToID("_EnableSSSAndTransmission"); |
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internal static readonly int _TexturingModeFlags = Shader.PropertyToID("_TexturingModeFlags"); |
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internal static readonly int _TransmissionFlags = Shader.PropertyToID("_TransmissionFlags"); |
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internal static readonly int _ThicknessRemaps = Shader.PropertyToID("_ThicknessRemaps"); |
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internal static readonly int _ShapeParams = Shader.PropertyToID("_ShapeParams"); |
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internal static readonly int _HalfRcpVariancesAndWeights = Shader.PropertyToID("_HalfRcpVariancesAndWeights"); |
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internal static readonly int _TransmissionTints = Shader.PropertyToID("_TransmissionTints"); |
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internal static readonly int specularLightingUAV = Shader.PropertyToID("specularLightingUAV"); |
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internal static readonly int diffuseLightingUAV = Shader.PropertyToID("diffuseLightingUAV"); |
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|
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internal static readonly int g_TileListOffset = Shader.PropertyToID("g_TileListOffset"); |
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|
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internal static readonly int _LtcData = Shader.PropertyToID("_LtcData"); |
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internal static readonly int _PreIntegratedFGD = Shader.PropertyToID("_PreIntegratedFGD"); |
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internal static readonly int _LtcGGXMatrix = Shader.PropertyToID("_LtcGGXMatrix"); |
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internal static readonly int _LtcDisneyDiffuseMatrix = Shader.PropertyToID("_LtcDisneyDiffuseMatrix"); |
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internal static readonly int _LtcMultiGGXFresnelDisneyDiffuse = Shader.PropertyToID("_LtcMultiGGXFresnelDisneyDiffuse"); |
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|
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internal static readonly int _MainDepthTexture = Shader.PropertyToID("_MainDepthTexture"); |
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|
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internal static readonly int _DeferredShadowTexture = Shader.PropertyToID("_DeferredShadowTexture"); |
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internal static readonly int _DeferredShadowTextureUAV = Shader.PropertyToID("_DeferredShadowTextureUAV"); |
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internal static readonly int _DirectionalShadowIndex = Shader.PropertyToID("_DirectionalShadowIndex"); |
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|
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internal static readonly int unity_OrthoParams = Shader.PropertyToID("unity_OrthoParams"); |
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internal static readonly int _ZBufferParams = Shader.PropertyToID("_ZBufferParams"); |
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internal static readonly int _ScreenParams = Shader.PropertyToID("_ScreenParams"); |
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internal static readonly int _ProjectionParams = Shader.PropertyToID("_ProjectionParams"); |
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internal static readonly int _WorldSpaceCameraPos = Shader.PropertyToID("_WorldSpaceCameraPos"); |
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|
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|
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internal static readonly int _StencilRef = Shader.PropertyToID("_StencilRef"); |
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internal static readonly int _StencilCmp = Shader.PropertyToID("_StencilCmp"); |
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|
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internal static readonly int _SrcBlend = Shader.PropertyToID("_SrcBlend"); |
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internal static readonly int _DstBlend = Shader.PropertyToID("_DstBlend"); |
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|
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internal static readonly int _HTile = Shader.PropertyToID("_HTile"); |
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internal static readonly int _StencilTexture = Shader.PropertyToID("_StencilTexture"); |
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|
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internal static readonly int _ViewMatrix = Shader.PropertyToID("_ViewMatrix"); |
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internal static readonly int _InvViewMatrix = Shader.PropertyToID("_InvViewMatrix"); |
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internal static readonly int _ProjMatrix = Shader.PropertyToID("_ProjMatrix"); |
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internal static readonly int _InvProjMatrix = Shader.PropertyToID("_InvProjMatrix"); |
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internal static readonly int _NonJitteredViewProjMatrix = Shader.PropertyToID("_NonJitteredViewProjMatrix"); |
|||
internal static readonly int _ViewProjMatrix = Shader.PropertyToID("_ViewProjMatrix"); |
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internal static readonly int _InvViewProjMatrix = Shader.PropertyToID("_InvViewProjMatrix"); |
|||
internal static readonly int _InvProjParam = Shader.PropertyToID("_InvProjParam"); |
|||
internal static readonly int _ScreenSize = Shader.PropertyToID("_ScreenSize"); |
|||
internal static readonly int _PrevViewProjMatrix = Shader.PropertyToID("_PrevViewProjMatrix"); |
|||
internal static readonly int _FrustumPlanes = Shader.PropertyToID("_FrustumPlanes"); |
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|
|||
internal static readonly int _DepthTexture = Shader.PropertyToID("_DepthTexture"); |
|||
internal static readonly int _CameraColorTexture = Shader.PropertyToID("_CameraColorTexture"); |
|||
internal static readonly int _CameraSssDiffuseLightingBuffer = Shader.PropertyToID("_CameraSssDiffuseLightingTexture"); |
|||
internal static readonly int _CameraFilteringBuffer = Shader.PropertyToID("_CameraFilteringTexture"); |
|||
internal static readonly int _IrradianceSource = Shader.PropertyToID("_IrradianceSource"); |
|||
|
|||
internal static readonly int _VelocityTexture = Shader.PropertyToID("_VelocityTexture"); |
|||
internal static readonly int _DistortionTexture = Shader.PropertyToID("_DistortionTexture"); |
|||
internal static readonly int _DebugFullScreenTexture = Shader.PropertyToID("_DebugFullScreenTexture"); |
|||
|
|||
internal static readonly int _WorldScales = Shader.PropertyToID("_WorldScales"); |
|||
internal static readonly int _FilterKernels = Shader.PropertyToID("_FilterKernels"); |
|||
internal static readonly int _FilterKernelsBasic = Shader.PropertyToID("_FilterKernelsBasic"); |
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internal static readonly int _HalfRcpWeightedVariances = Shader.PropertyToID("_HalfRcpWeightedVariances"); |
|||
|
|||
internal static readonly int _CameraPosDiff = Shader.PropertyToID("_CameraPosDiff"); |
|||
|
|||
internal static readonly int _CameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture"); |
|||
internal static readonly int _CameraMotionVectorsTexture = Shader.PropertyToID("_CameraMotionVectorsTexture"); |
|||
internal static readonly int _FullScreenDebugMode = Shader.PropertyToID("_FullScreenDebugMode"); |
|||
|
|||
internal static readonly int _InputCubemap = Shader.PropertyToID("_InputCubemap"); |
|||
internal static readonly int _Mipmap = Shader.PropertyToID("_Mipmap"); |
|||
|
|||
|
|||
internal static readonly int _MaxRadius = Shader.PropertyToID("_MaxRadius"); |
|||
internal static readonly int _ShapeParam = Shader.PropertyToID("_ShapeParam"); |
|||
internal static readonly int _StdDev1 = Shader.PropertyToID("_StdDev1"); |
|||
internal static readonly int _StdDev2 = Shader.PropertyToID("_StdDev2"); |
|||
internal static readonly int _LerpWeight = Shader.PropertyToID("_LerpWeight"); |
|||
internal static readonly int _HalfRcpVarianceAndWeight1 = Shader.PropertyToID("_HalfRcpVarianceAndWeight1"); |
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internal static readonly int _HalfRcpVarianceAndWeight2 = Shader.PropertyToID("_HalfRcpVarianceAndWeight2"); |
|||
internal static readonly int _TransmissionTint = Shader.PropertyToID("_TransmissionTint"); |
|||
internal static readonly int _ThicknessRemap = Shader.PropertyToID("_ThicknessRemap"); |
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|
|||
internal static readonly int _Cubemap = Shader.PropertyToID("_Cubemap"); |
|||
internal static readonly int _SkyParam = Shader.PropertyToID("_SkyParam"); |
|||
internal static readonly int _PixelCoordToViewDirWS = Shader.PropertyToID("_PixelCoordToViewDirWS"); |
|||
|
|||
internal static readonly int _GlobalFog_Extinction = Shader.PropertyToID("_GlobalFog_Extinction"); |
|||
internal static readonly int _GlobalFog_Asymmetry = Shader.PropertyToID("_GlobalFog_Asymmetry"); |
|||
internal static readonly int _GlobalFog_Scattering = Shader.PropertyToID("_GlobalFog_Scattering"); |
|||
} |
|||
} |
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