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Add light linking support (#1758)
Add light linking support (#1758)
* HDRP: Add support of light layering for forward (first draft) TODO: - Test instancing - Check perf - add an option to disable light layer support + in frameSettings - add deferred rendering support (mean add an optional extra GBuffer) * Add LightLinking support (version 1 - compile) This PR add support of LightLayers feature. To use it, setup mask renderingLayers on renderers and LightLayers on a lights. If a logical and of both give a non 0 value, the light is apply, otherwise it isn't. This mean that by default LightLayers is 1 and RenderingLayers is 1. Then user can say LightLayers is only 2 and it will only affect renderingLayers with 2 or 3 mask value. LightLayers require an extra GBuffer in deferred, mean it have extra bandwidth and memory cost. LightLayers once enabled in HDRPAsset with SupportLightLayers can be control by FrameSettings. Mean a camera can enable extra RT only for an in game cinematic. This PR refactor.../main
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7 年前
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共有 53 个文件被更改,包括 642 次插入 和 356 次删除
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12com.unity.render-pipelines.core/CoreRP/ShaderLibrary/UnityInstancing.hlsl
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6com.unity.render-pipelines.high-definition/HDRP/Debug/DebugFullScreen.shader
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21com.unity.render-pipelines.high-definition/HDRP/Debug/DebugViewMaterialGBuffer.shader
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4com.unity.render-pipelines.high-definition/HDRP/Debug/MaterialDebug.cs
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1com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightEditor.Styles.cs
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3com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightEditor.cs
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5com.unity.render-pipelines.high-definition/HDRP/Editor/Material/BaseShaderPreprocessor.cs
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7com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/FrameSettingsUI.cs
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15com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/RenderPipelineSettingsUI.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/SerializedFrameSettings.cs
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28com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/SerializedRenderPipelineSettings.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRPass.template
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1com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template
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13com.unity.render-pipelines.high-definition/HDRP/Lighting/Deferred.shader
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25com.unity.render-pipelines.high-definition/HDRP/Lighting/Light/HDAdditionalLightData.cs
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2com.unity.render-pipelines.high-definition/HDRP/Lighting/LightDefinition.cs
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2com.unity.render-pipelines.high-definition/HDRP/Lighting/LightDefinition.cs.hlsl
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8com.unity.render-pipelines.high-definition/HDRP/Lighting/LightEvaluation.hlsl
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13com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/Deferred.compute
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5com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoop.cs
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38com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoop.hlsl
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2com.unity.render-pipelines.high-definition/HDRP/Lighting/Volumetrics/VolumetricLighting.compute
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17com.unity.render-pipelines.high-definition/HDRP/Material/Builtin/BuiltinData.cs
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30com.unity.render-pipelines.high-definition/HDRP/Material/Builtin/BuiltinData.cs.hlsl
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64com.unity.render-pipelines.high-definition/HDRP/Material/Builtin/BuiltinData.hlsl
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6com.unity.render-pipelines.high-definition/HDRP/Material/Decal/ShaderVariablesDecal.hlsl
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141com.unity.render-pipelines.high-definition/HDRP/Material/GBufferManager.cs
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2com.unity.render-pipelines.high-definition/HDRP/Material/LayeredLit/LayeredLit.shader
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2com.unity.render-pipelines.high-definition/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
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78com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.cs
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52com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.cs.hlsl
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139com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.hlsl
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3com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.shader
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3com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitBuiltinData.hlsl
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3com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitTessellation.shader
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64com.unity.render-pipelines.high-definition/HDRP/Material/Material.hlsl
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16com.unity.render-pipelines.high-definition/HDRP/Material/MaterialEvaluation.hlsl
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2com.unity.render-pipelines.high-definition/HDRP/Material/NormalBufferManager.cs
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8com.unity.render-pipelines.high-definition/HDRP/Material/RenderPipelineMaterial.cs
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26com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.hlsl
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1com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.shader
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3com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLitData.hlsl
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2com.unity.render-pipelines.high-definition/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
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2com.unity.render-pipelines.high-definition/HDRP/Material/Unlit/UnlitData.hlsl
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17com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs
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37com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipelineAsset.cs
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3com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDStringConstants.cs
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21com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/Settings/FrameSettings.cs
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19com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/Settings/RenderPipelineSettings.cs
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2com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/ApplyDistorsion.compute
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9com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassForward.hlsl
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7com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassGBuffer.hlsl
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4com.unity.render-pipelines.high-definition/HDRP/ShaderVariables.hlsl
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