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Merge remote-tracking branch 'refs/remotes/origin/master' into Add-physical-light-unity-support

/Add-physical-light-unity-support
sebastienlagarde 7 年前
当前提交
8324b5e9
共有 77 个文件被更改,包括 358 次插入122 次删除
  1. 3
      ScriptableRenderPipeline/Core/CoreRP/Resources/BlitCubeTextureFace.shader
  2. 1
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/D3D11.hlsl
  3. 30
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLCore.hlsl
  4. 56
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLES2.hlsl
  5. 42
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLES3.hlsl
  6. 1
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Metal.hlsl
  7. 1
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/PSSL.hlsl
  8. 1
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Vulkan.hlsl
  9. 1
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/XBoxOne.hlsl
  10. 5
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
  11. 10
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/ImageBasedLighting.hlsl
  12. 2
      ScriptableRenderPipeline/Core/CoreRP/Shadow/Resources/DebugDisplayShadowMap.shader
  13. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/ShaderPass/UnlitSharePass.hlsl
  14. 36
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.shader
  15. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/UnlitData.hlsl
  16. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CameraMotionVectors.shader
  17. 5
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightShaderLibrary/Core.hlsl
  18. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightShaderLibrary/Lighting.hlsl
  19. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightShaderLibrary/Particles.hlsl
  20. 8
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesUnlit.shader
  21. 20
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2103_BakeMixed.unity
  22. 1
      Tests/Scripts/GraphicTests/HDRenderPipeline/DebugViewController.cs
  23. 2
      Tests/Scripts/GraphicTests/Framework/TestFrameworkTools.cs
  24. 10
      TestbedPipelines/com.unity.render-pipelines.testbed-pipelines.asmdef
  25. 7
      TestbedPipelines/com.unity.render-pipelines.testbed-pipelines.asmdef.meta
  26. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0xxx.meta
  27. 8
      Tests/Scripts.meta
  28. 8
      Tests/Scripts/Editor/GraphicTests.meta
  29. 8
      Tests/Scripts/Editor/GraphicTests/Framework.meta
  30. 8
      Tests/Scripts/Editor/GraphicTests/HDRenderPipeline.meta
  31. 8
      Tests/Scripts/Editor/GraphicTests/LWPipeline.meta
  32. 8
      Tests/Scripts/Editor/GraphicTests/LWPipeline/040_UpgradeScene.meta
  33. 8
      Tests/Scripts/Editor/GraphicTests/HDRenderPipeline/PlayModeTest.meta
  34. 8
      Tests/Scripts/Editor/Renderloop.meta
  35. 8
      Tests/Scripts/Editor/ShaderGenerator.meta
  36. 23
      Tests/Scripts/Editor/Tests_Editor.asmdef
  37. 7
      Tests/Scripts/Editor/Tests_Editor.asmdef.meta
  38. 8
      Tests/Scripts/GraphicTests.meta
  39. 8
      Tests/Scripts/GraphicTests/Framework.meta
  40. 8
      Tests/Scripts/GraphicTests/HDRenderPipeline.meta
  41. 8
      Tests/Scripts/GraphicTests/LWPipeline.meta
  42. 8
      Tests/Scripts/GraphicTests/LWPipeline/040_UpgradeScene.meta
  43. 16
      Tests/Scripts/Tests.asmdef
  44. 7
      Tests/Scripts/Tests.asmdef.meta
  45. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts.meta
  46. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/PlayModeTest/Editor.meta
  47. 10
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/040_UpgradeScene/Scripts.meta
  48. 9
      Tests/GraphicsTests/Framework.meta
  49. 10
      Tests/Scripts/GraphicTests/HDRenderPipeline/Editor.meta
  50. 9
      Tests/Scripts/GraphicTests/Framework/Editor.meta
  51. 0
      /Tests/Scripts/GraphicTests/HDRenderPipeline
  52. 0
      /Tests/Scripts/Editor/GraphicTests/HDRenderPipeline/PlayModeTest
  53. 0
      /Tests/Scripts/GraphicTests/Framework
  54. 0
      /Tests/Scripts/Editor/Renderloop/RenderPipelineTestFixture.cs.meta
  55. 0
      /Tests/Scripts/Editor/Renderloop/RenderPipelineTestFixture.cs
  56. 0
      /Tests/Scripts/Editor/Renderloop/CullResultsTest.cs.meta
  57. 0
      /Tests/Scripts/Editor/Renderloop/CullResultsTest.cs
  58. 0
      /Tests/Scripts/Editor.meta
  59. 0
      /Tests/Scripts/Editor/GraphicTests/HDRenderPipeline
  60. 0
      /Tests/Scripts/Editor/GraphicTests/LWPipeline/040_UpgradeScene
  61. 0
      /Tests/Scripts/GraphicTests/LWPipeline/040_UpgradeScene/RandomAnimationPoint.cs
  62. 0
      /Tests/Scripts/GraphicTests/LWPipeline/040_UpgradeScene/RandomAnimationPoint.cs.meta
  63. 0
      /Tests/Scripts/Editor/GraphicTests/Framework
  64. 0
      /Tests/Scripts/Editor/ShaderGenerator
  65. 0
      /Tests/Scripts/Editor/MaterialUpgraderTests.cs
  66. 0
      /Tests/Scripts/Editor/MaterialUpgraderTests.cs.meta

3
ScriptableRenderPipeline/Core/CoreRP/Resources/BlitCubeTextureFace.shader


Cull Off
HLSLPROGRAM
#pragma prefer_hlslcc gles
#include "CoreRP/ShaderLibrary/Common.hlsl"
#pragma vertex vert

struct Attributes
{
uint vertexID : SV_VertexID;
uint vertexID : VERTEXID_SEMANTIC;
};
struct Varyings

1
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/D3D11.hlsl


#define UNITY_NEAR_CLIP_VALUE (1.0)
// This value will not go through any matrix projection conversion
#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
#define VERTEXID_SEMANTIC SV_VertexID
#define FRONT_FACE_SEMANTIC SV_IsFrontFace
#define FRONT_FACE_TYPE bool
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK))

30
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLCore.hlsl


// This value will not go through any matrix projection convertion
#define UNITY_RAW_FAR_CLIP_VALUE (1.0)
#define VERTEXID_SEMANTIC SV_VertexID
#define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error ##funcName is not supported on GLCORE
// OpenGL 4.1 SM 5.0 https://docs.unity3d.com/Manual/SL-ShaderCompileTargets.html
#if (SHADER_TARGET >= 46)
#define OPENGL4_1_SM5 1
#else
#define OPENGL4_1_SM5 0
#endif
// Initialize arbitrary structure with zero values.
// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0
#define ZERO_INITIALIZE(type, name) name = (type)0;

#define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName
#define RW_TEXTURE3D(type, textureName) RWTexture3D<type> textureName
#define SAMPLER(samplerName) SamplerState samplerName
#define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName
#define SAMPLER(samplerName) SamplerState samplerName
#define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName
#define TEXTURE2D_ARGS(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName)
#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName)

#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
#if OPENGL4_1_SM5
#else
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY)
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD)
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD)
#endif
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z)

#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#if (SHADER_TARGET >= 45)
#if OPENGL4_1_SM5
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).rrrr
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index).rrrr
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) SAMPLE_TEXTURECUBE(textureName, samplerName, coord3).rrrr
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index).rrrr
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D)
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY)
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE)
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY)
#endif

56
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLES2.hlsl


// This value will not go through any matrix projection convertion
#define UNITY_RAW_FAR_CLIP_VALUE (1.0)
#define VERTEXID_SEMANTIC gl_VertexID
#define FRONT_FACE_SEMANTIC VFACE
#define FRONT_FACE_TYPE float
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL > 0.0) ? (FRONT) : (BACK))

#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, lod)
#endif
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) tex2Dbias(textureName, float4(coord2, 0, bias))
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) SAMPLE_TEXTURE2D(textureName, coord2)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) SAMPLE_TEXTURECUBE(textureName, samplerName, float3(coord2, index))
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, float3(coord2, index), lod)
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, float3(coord2, index), bias)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) texCUBE(textureName, coord3)
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) tex2Dbias(textureName, float4(coord2, 0, bias))
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) SAMPLE_TEXTURE2D(textureName, coord2)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY)
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_LOD)
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_BIAS)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) texCUBE(textureName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) texCUBEbias(textureName, float4(coord3, bias))
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) SAMPLE_TEXTURECUBE(textureName, samplerName, coord3)
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias)
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) texCUBEbias(textureName, float4(coord3, bias))
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY)
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD)
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS)
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3)
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) SHADOW2D_SAMPLE(textureName, samplerName, coord3)
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, float4(coord3.xy, index, coord3.w))
#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) SHADOWCUBE_SAMPLE(textureName, samplerName, coord4)
#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4)
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) SHADOW2D_SAMPLE(textureName, samplerName, coord3)
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_SHADOW)
#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) SHADOWCUBE_SAMPLE(textureName, samplerName, coord4)
#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_SHADOW)
#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
#define LOAD_TEXTURE2D(textureName, unCoord2) half4(0, 0, 0, 0) // Not supported
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) half4(0, 0, 0, 0) // Not supported
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) half4(0, 0, 0, 0) // Not supported
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) half4(0, 0, 0, 0) // Not supported
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) half4(0, 0, 0, 0) // Not supported
// Not supported. Can't define as error because shader library is calling these functions.
#define LOAD_TEXTURE2D(textureName, unCoord2) half4(0, 0, 0, 0)
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) half4(0, 0, 0, 0)
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) half4(0, 0, 0, 0)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) half4(0, 0, 0, 0)
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) half4(0, 0, 0, 0)
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).rrrr
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index).rrrr
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) SAMPLE_TEXTURECUBE(textureName, samplerName, coord3).rrrr
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index).rrrr
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D)
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY)
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE)
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY)

42
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/GLES3.hlsl


// This value will not go through any matrix projection convertion
#define UNITY_RAW_FAR_CLIP_VALUE (1.0)
#define VERTEXID_SEMANTIC SV_VertexID
#define FRONT_FACE_SEMANTIC VFACE
#define FRONT_FACE_TYPE float
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL > 0.0) ? (FRONT) : (BACK))

#define CBUFFER_START(name)
#define CBUFFER_END
// GLES 3.1 + AEP shader feature https://docs.unity3d.com/Manual/SL-ShaderCompileTargets.html
#if (SHADER_TARGET >= 40)
#define GLES3_1_AEP 1
#else
#define GLES3_1_AEP 0
#endif
// Initialize arbitrary structure with zero values.
// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0

#define RW_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D)
#define RW_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D)
#define SAMPLER(samplerName) SamplerState samplerName
#define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName
#define SAMPLER(samplerName) SamplerState samplerName
#define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName
#define TEXTURE2D_ARGS(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName)
#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName)

#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
#if GLES3_1_AEP
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias)
#else
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY)
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD)
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD)
#endif
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z)

#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#if (SHADER_TARGET >= 45)
#if GLES3_1_AEP
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).rrrr
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index).rrrr
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) SAMPLE_TEXTURECUBE(textureName, samplerName, coord3).rrrr
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index).rrrr
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D)
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY)
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE)
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY)
#endif

1
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Metal.hlsl


#define UNITY_NEAR_CLIP_VALUE (1.0)
// This value will not go through any matrix projection conversion
#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
#define VERTEXID_SEMANTIC SV_VertexID
#define FRONT_FACE_SEMANTIC SV_IsFrontFace
#define FRONT_FACE_TYPE bool
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK))

1
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/PSSL.hlsl


#define UNITY_NEAR_CLIP_VALUE (1.0)
// This value will not go through any matrix projection convertion
#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
#define VERTEXID_SEMANTIC SV_VertexID
#define FRONT_FACE_SEMANTIC SV_IsFrontFace
#define FRONT_FACE_TYPE bool
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK))

1
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Vulkan.hlsl


#define UNITY_NEAR_CLIP_VALUE (1.0)
// This value will not go through any matrix projection conversion
#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
#define VERTEXID_SEMANTIC SV_VertexID
#define FRONT_FACE_SEMANTIC SV_IsFrontFace
#define FRONT_FACE_TYPE bool
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK))

1
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/XBoxOne.hlsl


#define UNITY_NEAR_CLIP_VALUE (1.0)
// This value will not go through any matrix projection conversion
#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
#define VERTEXID_SEMANTIC SV_VertexID
#define FRONT_FACE_SEMANTIC SV_IsFrontFace
#define FRONT_FACE_TYPE bool
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK))

5
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl


return x * x * (3.0 - (2.0 * x));
}
real Pow4(real x)
{
return (x * x) * (x * x);
}
// ----------------------------------------------------------------------------
// Texture utilities
// ----------------------------------------------------------------------------

10
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/ImageBasedLighting.hlsl


// Pre-integration
// ----------------------------------------------------------------------------
#if !defined SHADER_API_GLES
// Ref: Listing 18 in "Moving Frostbite to PBR" + https://knarkowicz.wordpress.com/2014/12/27/analytical-dfg-term-for-ibl/
real4 IntegrateGGXAndDisneyFGD(real3 V, real3 N, real roughness, uint sampleCount = 8192)
{

return acc;
}
#else
// Not supported due to lack of random library in GLES 2
#define IntegrateGGXAndDisneyFGD ERROR_ON_UNSUPPORTED_FUNCTION(IntegrateGGXAndDisneyFGD)
#endif
uint GetIBLRuntimeFilterSampleCount(uint mipLevel)
{

return i;
}
#if !defined SHADER_API_GLES
real4 IntegrateLD_MIS(TEXTURECUBE_ARGS(envMap, sampler_envMap),
TEXTURE2D(marginalRowDensities),
TEXTURE2D(conditionalDensities),

return real4(lightInt / cbsdfInt, 1.0);
}
#else
// Not supported due to lack of random library in GLES 2
#define IntegrateLD_MIS ERROR_ON_UNSUPPORTED_FUNCTION(IntegrateLD_MIS)
#endif
// Little helper to share code between sphere and box reflection probe.
// This function will fade the mask of a reflection volume based on normal orientation compare to direction define by the center of the reflection volume.

2
ScriptableRenderPipeline/Core/CoreRP/Shadow/Resources/DebugDisplayShadowMap.shader


struct Attributes
{
uint vertexID : SV_VertexID;
uint vertexID : VERTEXID_SEMANTIC;
};
struct Varyings

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/ShaderPass/UnlitSharePass.hlsl


#define ATTRIBUTES_NEED_TEXCOORD2
#endif
#if defined(_ENABLE_FOG_ON_TRANSPARENT)
#if defined(_ENABLE_FOG_ON_TRANSPARENT) || (SHADERPASS == SHADERPASS_VELOCITY)
#define VARYINGS_NEED_POSITION_WS
#endif

36
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.shader


[ToggleOff] _EnableFogOnTransparent("Enable Fog", Float) = 0.0
[ToggleOff] _DoubleSidedEnable("Double sided enable", Float) = 0.0
// Stencil state
[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting (fixed at compile time)
[HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 7 // StencilMask.Lighting (fixed at compile time)
[HideInInspector] _StencilRefMV("_StencilRefMV", Int) = 128 // StencilLightingUsage.RegularLighting (fixed at compile time)
[HideInInspector] _StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 128 // StencilMask.ObjectsVelocity (fixed at compile time)
// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
// value that exist to identify if the GI emission need to be enabled.
// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it.

#include "ShaderPass/UnlitSharePass.hlsl"
#include "UnlitData.hlsl"
#include "../../ShaderPass/ShaderPassLightTransport.hlsl"
ENDHLSL
}
Pass
{
Name "Motion Vectors"
Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity)
// If velocity pass (motion vectors) is enabled we tag the stencil so it don't perform CameraMotionVelocity
Stencil
{
WriteMask [_StencilWriteMaskMV]
Ref [_StencilRefMV]
Comp Always
Pass Replace
}
Cull[_CullMode]
ZWrite On
HLSLPROGRAM
#define SHADERPASS SHADERPASS_VELOCITY
#include "../../ShaderVariables.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/UnlitSharePass.hlsl"
#include "UnlitData.hlsl"
#include "../../ShaderPass/ShaderPassVelocity.hlsl"
ENDHLSL
}

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/UnlitData.hlsl


//-------------------------------------------------------------------------------------
// Fill SurfaceData/Builtin data function
//-------------------------------------------------------------------------------------
#include "../MaterialUtilities.hlsl"
void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CameraMotionVectors.shader


float2 previousPositionCS = (prevHPos + 1.0) / 2.0;
float2 positionCS = (curHPos + 1.0) / 2.0;
#if UNITY_UV_STARTS_AT_TOP
#if !UNITY_UV_STARTS_AT_TOP
previousPositionCS.y = 1.0 - previousPositionCS.y;
positionCS.y = 1.0 - positionCS.y;
#endif

5
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightShaderLibrary/Core.hlsl


#define UNITY_Z_0_FAR_FROM_CLIPSPACE(coord) (coord)
#endif
half Pow4(half x)
{
return (x * x) * (x * x);
}
void AlphaDiscard(half alpha, half cutoff)
{
#ifdef _ALPHATEST_ON

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightShaderLibrary/Lighting.hlsl


half3 SampleSH(half3 normalWS)
{
// LPPV is not supported in Ligthweight Pipeline
float4 SHCoefficients[7];
real4 SHCoefficients[7];
SHCoefficients[0] = unity_SHAr;
SHCoefficients[1] = unity_SHAg;
SHCoefficients[2] = unity_SHAb;

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightShaderLibrary/Particles.hlsl


void InitializeSurfaceData(VertexOutputLit IN, out SurfaceData surfaceData)
{
half4 albedo = readTexture(_MainTex, sampler_MainTex, IN) * IN.color;
half4 albedo = readTexture(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), IN) * IN.color;
// No distortion Support
fragColorMode(IN);

8
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesUnlit.shader


Pass
{
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma multi_compile __ SOFTPARTICLES_ON
#pragma multi_compile_fog
#pragma target 2.5

half4 fragParticleUnlit(VertexOutputLit IN) : SV_Target
{
half4 albedo = readTexture(_MainTex, sampler_MainTex, IN);
half4 albedo = readTexture(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), IN);
albedo *= _Color;
fragColorMode(IN);

#if defined(_NORMALMAP)
float3 normal = normalize(UnpackNormalScale(readTexture(_BumpMap, sampler_BumpMap, IN), _BumpScale));
float3 normal = normalize(UnpackNormalScale(readTexture(TEXTURE2D_PARAM(_BumpMap, sampler_BumpMap), IN), _BumpScale));
half3 emission = readTexture(_EmissionMap, sampler_EmissionMap, IN).rgb;
half3 emission = readTexture(TEXTURE2D_PARAM(_EmissionMap, sampler_EmissionMap), IN).rgb;
#else
half3 emission = 0;
#endif

20
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2103_BakeMixed.unity


m_AmbientSkyColor: {r: 0.212, g: 0.227, b: 0.259, a: 1}
m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1}
m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1}
m_AmbientIntensity: 0
m_AmbientIntensity: 1
m_AmbientMode: 0
m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1}
m_SkyboxMaterial: {fileID: 0}

m_DefaultReflectionMode: 0
m_DefaultReflectionResolution: 128
m_ReflectionBounces: 1
m_ReflectionIntensity: 0
m_ReflectionIntensity: 1
m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 0}
m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1}
m_UseRadianceAmbientProbe: 0
--- !u!157 &3
LightmapSettings:

m_Component:
- component: {fileID: 168196011}
- component: {fileID: 168196010}
- component: {fileID: 168196012}
m_Layer: 0
m_Name: Scene Settings
m_TagString: Untagged

m_Father: {fileID: 0}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &168196012
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 168196009}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 441482e8936e35048a1dffac814e3ef8, type: 3}
m_Name:
m_EditorClassIdentifier:
m_Profile: {fileID: 11400000, guid: 3f24d71f51f57da4f9bece5e6b0b8ce0, type: 2}
m_BakingSkyUniqueID: 1
--- !u!1 &174787484
GameObject:
m_ObjectHideFlags: 0

1
Tests/Scripts/GraphicTests/HDRenderPipeline/DebugViewController.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.HDPipeline;

2
Tests/Scripts/GraphicTests/Framework/TestFrameworkTools.cs


// find the reference image
_dumpFileLocation = Path.Combine(templatePath, string.Format("{0}.{1}", _testInfo.templatePath, "png"));
Debug.Log("Template file at: " + _dumpFileLocation);
//Debug.Log("Template file at: " + _dumpFileLocation);
if (!File.Exists(_dumpFileLocation))
{
// no reference exists, create it

10
TestbedPipelines/com.unity.render-pipelines.testbed-pipelines.asmdef


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"name": "com.unity.render-pipelines.testbed-pipelines",
"references": [
"com.unity.render-pipelines.core.Runtime",
"com.unity.postprocessing.Runtime"
],
"optionalUnityReferences": [],
"includePlatforms": [],
"excludePlatforms": []
}

7
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/Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts → /Tests/Scripts/GraphicTests/HDRenderPipeline

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/Tests/GraphicsTests/Framework → /Tests/Scripts/GraphicTests/Framework

/Tests/RenderloopTests/Editor/RenderPipelineTestFixture.cs.meta → /Tests/Scripts/Editor/Renderloop/RenderPipelineTestFixture.cs.meta

/Tests/RenderloopTests/Editor/RenderPipelineTestFixture.cs → /Tests/Scripts/Editor/Renderloop/RenderPipelineTestFixture.cs

/Tests/RenderloopTests/Editor/CullResultsTest.cs.meta → /Tests/Scripts/Editor/Renderloop/CullResultsTest.cs.meta

/Tests/RenderloopTests/Editor/CullResultsTest.cs → /Tests/Scripts/Editor/Renderloop/CullResultsTest.cs

/Tests/Editor.meta → /Tests/Scripts/Editor.meta

/Tests/Scripts/GraphicTests/HDRenderPipeline/Editor → /Tests/Scripts/Editor/GraphicTests/HDRenderPipeline

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/040_UpgradeScene/Scripts/Editor → /Tests/Scripts/Editor/GraphicTests/LWPipeline/040_UpgradeScene

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/040_UpgradeScene/Scripts/RandomAnimationPoint.cs → /Tests/Scripts/GraphicTests/LWPipeline/040_UpgradeScene/RandomAnimationPoint.cs

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/040_UpgradeScene/Scripts/RandomAnimationPoint.cs.meta → /Tests/Scripts/GraphicTests/LWPipeline/040_UpgradeScene/RandomAnimationPoint.cs.meta

/Tests/Scripts/GraphicTests/Framework/Editor → /Tests/Scripts/Editor/GraphicTests/Framework

/Tests/ShaderGeneratorTests/Editor → /Tests/Scripts/Editor/ShaderGenerator

/Tests/Editor/MaterialUpgraderTests.cs → /Tests/Scripts/Editor/MaterialUpgraderTests.cs

/Tests/Editor/MaterialUpgraderTests.cs.meta → /Tests/Scripts/Editor/MaterialUpgraderTests.cs.meta

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