Frédéric Vauchelles
7 年前
当前提交
8676f2e5
共有 186 个文件被更改,包括 2006 次插入 和 568 次删除
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8.gitmodules
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2CHANGELOG.md.meta
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5ImageTemplates/FailStamp.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/001_SimpleCube.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/002_Camera_Clip.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/003_Camera_Ortho.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/004_Camera_TargetTexture.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/005_LitBakedEmission.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/006_LitShaderLightProbes.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/007_LitShaderMaps.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/008_LitShaderReflection.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/009_LightweightShading.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/010_MultiplePointLights.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/011_UnlitSprites.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/012_PBS_EnvironmentBRDF_Spheres.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/016_Lighting_Scene_Directional.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/017_Lighting_Scene_DirectionalBaked.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/018_Lighting_Scene_DirectionalBakedIndirect.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/019_Lighting_Scene_PointLights.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/020_Lighting_BasicDirectional.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/021_Lighting_BasicPoint.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/022_Lighting_BasicSpot.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/023_Lighting_Mixed.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/024_Shader_PBRvalidation_Specular.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/025_Shader_PBRvalidation_Metallic.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/026_Shader_PBRscene.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/027_PostProcessing.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/028_PostProcessing_Custom.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/029_Particles.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/031_Shader_GlossyEnvironmentSky.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/033_Shader_HighlightsEnvironmentGradientSH.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/034_Shader_HighlightsEnvironmentGradientBaked.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/035_Shader_TerrainShaders.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/036_Lighting_Scene_DirectionalBakedDirectional.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/037_Particles.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/038_Lighting_DirectionalCookie.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/039_Lighting_SpotCookie.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/040_UpgradeScene.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/041_Lighting_BasicArea.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/042_Lighting_Scene_VertexLighting.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/043_Lighting_Mixed_ShadowMask.unity.png.meta
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5ImageTemplates/LightweightPipeline/Scenes/044_ReflectionProbe.unity.png.meta
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8ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
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83ScriptableRenderPipeline/Core/CoreRP/Textures/BufferedRTHandleSystem.cs
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2ScriptableRenderPipeline/Core/CoreRP/Textures/TextureCache.cs
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73ScriptableRenderPipeline/HDRenderPipeline/CHANGELOG.md
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.cs
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8ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDAssetFactory.cs
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31ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDLightEditor.cs
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429ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/StackLit/StackLitUI.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/HDRenderPipelineUI.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedHDRenderPipelineAsset.cs
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.cs
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48ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Light/HDAdditionalLightData.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/GlobalLightLoopSettings.cs
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66ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
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16ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightUtils.cs
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.compute
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30ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.cs
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11ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/PreIntegratedFGD/PreIntegratedFGD.cs
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28ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLit.shader
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18ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLitData.hlsl
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32ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/StackLit/StackLitProperties.hlsl
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1ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/HDRenderPipelineResources.asset
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/RenderPipelineResources.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderConfig.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderConfig.cs.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/AtmosphericScattering/VolumetricFog.cs
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2Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets.meta
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2Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials.meta
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2Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/PreRefractionPassTester.mat
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6Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/PreRefractionPassTester.mat.meta
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4Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings.meta
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4Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/SkySettings/HDRP_Default_Sky.asset.meta
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/PreIntegratedFGD/PreIntegratedFGD.shader
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147ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRPVariantStripper.cs
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11ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRPVariantStripper.cs.meta
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443ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/StackLit/BaseMaterialUI.cs
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11ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/StackLit/BaseMaterialUI.cs.meta
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8Tests/UTF_Core.meta
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8Tests/UTF_Suites_HDRP.meta
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8Tests/UTF_Suites_HDRP/Resources.meta
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22Tests/UTF_Suites_HDRP/Resources/HDRP_Build_Config.asset
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8Tests/UTF_Suites_HDRP/Resources/HDRP_Build_Config.asset.meta
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47Tests/UTF_Suites_HDRP/Resources/HDRP_Test_Settings.asset
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8Tests/UTF_Suites_HDRP/Resources/HDRP_Test_Settings.asset.meta
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324Tests/UTF_Suites_HDRP/Resources/HDRP_Deferred.asset
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8Tests/UTF_Suites_HDRP/Resources/HDRP_Deferred.asset.meta
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320Tests/UTF_Suites_HDRP/Resources/HDRP_Forward.asset
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8Tests/UTF_Suites_HDRP/Resources/HDRP_Forward.asset.meta
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10ImageTemplates/HDRenderPipeline.meta
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8ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/PreIntegratedFGD/Resources.meta
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10Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Smoothness Variation.meta
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10Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Unlit_Black.mat.meta
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|
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEditor.Build; |
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using UnityEditor.Rendering; |
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using UnityEngine; |
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using UnityEngine.Rendering; |
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using UnityEngine.Experimental.Rendering; |
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using UnityEngine.Experimental.Rendering.HDPipeline; |
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|
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namespace UnityEditor.Experimental.Rendering.HDPipeline |
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{ |
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#if UNITY_2018_2_OR_NEWER
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class HDRPVariantStripper : IPreprocessShaders |
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{ |
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// returns true if the variant should be stripped.
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delegate bool VariantStrippingFunc(Shader shader, ShaderSnippetData snippet, ShaderCompilerData inputData); |
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Dictionary<string, VariantStrippingFunc> m_StripperFuncs; |
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HDRenderPipelineAsset m_CurrentHDRPAsset; |
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ShaderKeyword m_ShadowMask; |
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ShaderKeyword m_Transparent; |
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ShaderKeyword m_DebugDisplay; |
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ShaderKeyword m_TileLighting; |
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ShaderKeyword m_ClusterLighting; |
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ShaderKeyword m_FeatureSSS; |
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public HDRPVariantStripper() |
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{ |
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// TODO: Grab correct configuration/quality asset.
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HDRenderPipeline hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline; |
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if (hdPipeline != null) |
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m_CurrentHDRPAsset = hdPipeline.asset; |
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m_StripperFuncs = new Dictionary<string, VariantStrippingFunc>(); |
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m_StripperFuncs.Add("HDRenderPipeline/Lit", LitShaderStripper); |
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m_StripperFuncs.Add("HDRenderPipeline/LitTessellation", LitShaderStripper); |
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m_StripperFuncs.Add("HDRenderPipeline/LayeredLit", LitShaderStripper); |
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m_StripperFuncs.Add("HDRenderPipeline/LayeredLitTessellation", LitShaderStripper); |
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m_Transparent = new ShaderKeyword("_SURFACE_TYPE_TRANSPARENT"); |
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m_DebugDisplay = new ShaderKeyword("DEBUG_DISPLAY"); |
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m_TileLighting = new ShaderKeyword("USE_FPTL_LIGHTLIST"); |
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m_ClusterLighting = new ShaderKeyword("USE_CLUSTERED_LIGHTLIST"); |
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m_FeatureSSS = new ShaderKeyword("_MATERIAL_FEATURE_SUBSURFACE_SCATTERING"); |
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} |
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bool LitShaderStripper(Shader shader, ShaderSnippetData snippet, ShaderCompilerData inputData) |
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{ |
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bool isGBufferPass = snippet.passName == "GBuffer"; |
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bool isForwardPass = snippet.passName == "Forward"; |
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bool isTransparentForwardPass = snippet.passName == "TransparentDepthPostpass" || snippet.passName == "TransparentBackface" || snippet.passName == "TransparentDepthPrepass"; |
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bool isMotionPass = snippet.passName == "Motion Vectors"; |
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// NOTE: All these keyword should be automatically stripped so there's no need to handle them ourselves.
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// LIGHTMAP_ON, DIRLIGHTMAP_COMBINED, DYNAMICLIGHTMAP_ON, LIGHTMAP_SHADOW_MIXING, SHADOWS_SHADOWMASK
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// FOG_LINEAR, FOG_EXP, FOG_EXP2
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// STEREO_INSTANCING_ON, STEREO_MULTIVIEW_ON, STEREO_CUBEMAP_RENDER_ON, UNITY_SINGLE_PASS_STEREO
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// INSTANCING_ON
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if (!m_CurrentHDRPAsset.renderPipelineSettings.supportMotionVectors && isMotionPass) |
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return true; |
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// When using forward only, we never need GBuffer pass (only Forward)
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if (m_CurrentHDRPAsset.renderPipelineSettings.supportForwardOnly && isGBufferPass) |
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return true; |
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if (inputData.shaderKeywordSet.IsEnabled(m_Transparent)) |
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{ |
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// If transparent, we never need GBuffer pass.
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if (isGBufferPass) |
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return true; |
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|
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// We will also use cluster instead of tile
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if (inputData.shaderKeywordSet.IsEnabled(m_TileLighting)) |
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return true; |
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} |
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else // Opaque
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{ |
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// If opaque, we never need transparent specific passes (even in forward only mode)
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if (isTransparentForwardPass) |
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return true; |
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if (!m_CurrentHDRPAsset.renderPipelineSettings.supportForwardOnly && inputData.shaderKeywordSet.IsEnabled(m_ClusterLighting)) |
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return true; |
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if (!m_CurrentHDRPAsset.renderPipelineSettings.supportForwardOnly) |
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{ |
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// If opaque and not forward only, then we only need the forward debug pass.
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if (isForwardPass && !inputData.shaderKeywordSet.IsEnabled(m_DebugDisplay)) |
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return true; |
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} |
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} |
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// TODO: Expose development build flag.
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//if (developmentBuild && inputData.shaderKeywordSet.IsEnabled(m_DebugDisplay))
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// return true;
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// TODO: Tests for later
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// We need to find a way to strip useless shader features for passes/shader stages that don't need them (example, vertex shaders won't ever need SSS Feature flag)
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// This causes several problems:
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// - Runtime code that "finds" shader variants based on feature flags might not find them anymore... thus fall backing to the "let's give a score to variant" code path that may find the wrong variant.
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// - Another issue is that if a feature is declared without a "_" fall-back, if we strip the other variants, none may be left to use! This needs to be changed on our side.
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//if (snippet.shaderType == ShaderType.Vertex && inputData.shaderKeywordSet.IsEnabled(m_FeatureSSS))
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// return true;
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return false; |
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} |
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public int callbackOrder { get { return 0; } } |
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public void OnProcessShader(Shader shader, ShaderSnippetData snippet, IList<ShaderCompilerData> inputData) |
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{ |
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if (m_CurrentHDRPAsset == null || !m_CurrentHDRPAsset.allowShaderVariantStripping) |
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return; |
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|
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// Do we have a shader variant stripper function for this shader?
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VariantStrippingFunc stripperFunc = null; |
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m_StripperFuncs.TryGetValue(shader.name, out stripperFunc); |
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if (stripperFunc == null) |
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return; |
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int inputShaderVariantCount = inputData.Count; |
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ShaderCompilerData workaround = inputData[0]; |
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for (int i = 0; i < inputData.Count; ++i) |
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{ |
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ShaderCompilerData input = inputData[i]; |
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if (stripperFunc(shader, snippet, input)) |
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{ |
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inputData.RemoveAt(i); |
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i--; |
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} |
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} |
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// Currently if a certain snippet is completely stripped (for example if you remove a whole pass) other passes might get broken
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// To work around that, we make sure that we always have at least one variant.
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if (inputData.Count == 0) |
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inputData.Add(workaround); |
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} |
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} |
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#endif
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} |
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fileFormatVersion: 2 |
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MonoImporter: |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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|
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using System; |
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using UnityEngine; |
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using UnityEngine.Experimental.Rendering; |
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using UnityEngine.Experimental.Rendering.HDPipeline; |
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namespace UnityEditor.Experimental.Rendering.HDPipeline |
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{ |
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public abstract class BaseMaterialGUI : BaseUnlitGUI |
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{ |
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#region GUI Property Classes
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public abstract class BaseProperty |
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{ |
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public BaseMaterialGUI Parent = null; |
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protected Func<object, bool> IsVisible; |
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protected BaseProperty(BaseMaterialGUI parent, Func<object, bool> isVisible = null) |
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{ |
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Parent = parent; |
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IsVisible = isVisible; |
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} |
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|
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public abstract void OnFindProperty(MaterialProperty[] props); |
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public abstract void OnGUI(); |
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} |
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|
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public class GroupProperty : BaseProperty |
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{ |
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public string m_Title = string.Empty; |
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private readonly BaseProperty[] m_ChildProperties; |
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public bool Foldout = false; |
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public GroupProperty(BaseMaterialGUI parent, BaseProperty[] childProperties, Func<object, bool> isVisible = null) |
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: this(parent, string.Empty, childProperties, isVisible) |
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{ |
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} |
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|
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public GroupProperty(BaseMaterialGUI parent, string groupTitle, BaseProperty[] childProperties, Func<object, bool> isVisible = null) |
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: base(parent, isVisible) |
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{ |
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m_Title = groupTitle; |
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m_ChildProperties = childProperties; |
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} |
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public override void OnFindProperty(MaterialProperty[] props) |
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{ |
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foreach (var c in m_ChildProperties) |
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{ |
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c.OnFindProperty(props); |
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} |
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} |
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|
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public override void OnGUI() |
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{ |
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if (IsVisible == null || IsVisible(this)) |
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{ |
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if (!string.IsNullOrEmpty(m_Title)) |
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{ |
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Foldout = EditorGUILayout.Foldout(Foldout, m_Title); |
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} |
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else |
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{ |
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Foldout = true; |
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} |
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if (Foldout) |
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{ |
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EditorGUI.indentLevel++; |
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foreach (var c in m_ChildProperties) |
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{ |
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c.OnGUI(); |
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} |
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EditorGUI.indentLevel--; |
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} |
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} |
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} |
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} |
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|
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public class Property : BaseProperty |
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{ |
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public string PropertyName; |
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public string PropertyText; |
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protected MaterialProperty m_MaterialProperty = null; |
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protected readonly GUIContent m_GuiContent = null; |
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public bool IsMandatory = false; |
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public bool IsValid |
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{ |
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get { return m_MaterialProperty != null; } |
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} |
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public float FloatValue |
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{ |
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get { return m_MaterialProperty.floatValue; } |
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set { m_MaterialProperty.floatValue = value; } |
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} |
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|
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public bool BoolValue |
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{ |
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get { return Math.Abs(m_MaterialProperty.floatValue) > 0.0f; } |
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set { m_MaterialProperty.floatValue = value ? 1.0f : 0.0f; } |
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} |
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public Texture TextureValue |
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{ |
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get { return m_MaterialProperty != null ? m_MaterialProperty.textureValue : null; } |
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set { if (m_MaterialProperty != null) { m_MaterialProperty.textureValue = value; } } |
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} |
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|
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public Vector4 VectorValue |
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{ |
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get { return m_MaterialProperty.vectorValue; } |
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set { m_MaterialProperty.vectorValue = value; } |
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} |
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|
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public Property(BaseMaterialGUI parent, string propertyName, string guiText, bool isMandatory = true) |
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: this(parent, propertyName, guiText, string.Empty, isMandatory) |
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{ |
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} |
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|
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public Property(BaseMaterialGUI parent, string propertyName, string guiText, string toolTip, bool isMandatory = true) |
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: base(parent) |
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{ |
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m_GuiContent = new GUIContent(guiText, toolTip); |
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PropertyName = propertyName; |
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PropertyText = guiText; |
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IsMandatory = isMandatory; |
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} |
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|
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public override void OnFindProperty(MaterialProperty[] props) |
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{ |
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m_MaterialProperty = ShaderGUI.FindProperty(PropertyName, props, IsMandatory); |
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} |
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|
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public override void OnGUI() |
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{ |
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if (IsValid |
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&& (IsVisible == null || IsVisible(this))) |
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{ |
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Parent.m_MaterialEditor.ShaderProperty(m_MaterialProperty, m_GuiContent); |
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} |
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} |
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} |
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|
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public class ComboProperty : Property |
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{ |
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private readonly string[] m_Options; |
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private readonly int[] m_Values = null; |
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|
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public ComboProperty(BaseMaterialGUI parent, string propertyName, string guiText, string[] options, bool isMandatory = true) |
|||
: base(parent, propertyName, guiText, isMandatory) |
|||
{ |
|||
m_Options = options; |
|||
} |
|||
|
|||
public ComboProperty(BaseMaterialGUI parent, string propertyName, string guiText, string toolTip, string[] options, bool isMandatory = true) |
|||
: base(parent, propertyName, guiText, toolTip, isMandatory) |
|||
{ |
|||
m_Options = options; |
|||
} |
|||
public ComboProperty(BaseMaterialGUI parent, string propertyName, string guiText, string[] options, int[] values, bool isMandatory = true) |
|||
: base(parent, propertyName, guiText, isMandatory) |
|||
{ |
|||
m_Options = options; |
|||
m_Values = values; |
|||
} |
|||
|
|||
public ComboProperty(BaseMaterialGUI parent, string propertyName, string guiText, string toolTip, string[] options, int[] values, bool isMandatory = true) |
|||
: base(parent, propertyName, guiText, toolTip, isMandatory) |
|||
{ |
|||
m_Options = options; |
|||
m_Values = values; |
|||
} |
|||
|
|||
public override void OnGUI() |
|||
{ |
|||
if (IsValid |
|||
&& (IsVisible == null || IsVisible(this))) |
|||
{ |
|||
EditorGUI.showMixedValue = m_MaterialProperty.hasMixedValue; |
|||
float floatValue = m_MaterialProperty.floatValue; |
|||
|
|||
EditorGUI.BeginChangeCheck(); |
|||
|
|||
if (m_Values == null) |
|||
{ |
|||
floatValue = EditorGUILayout.Popup(m_GuiContent, (int)floatValue, m_Options); |
|||
} |
|||
else |
|||
{ |
|||
floatValue = EditorGUILayout.IntPopup(m_GuiContent.text, (int)floatValue, m_Options, m_Values); |
|||
} |
|||
|
|||
if (EditorGUI.EndChangeCheck()) |
|||
{ |
|||
Parent.m_MaterialEditor.RegisterPropertyChangeUndo(PropertyName); |
|||
m_MaterialProperty.floatValue = (float)floatValue; |
|||
} |
|||
|
|||
EditorGUI.showMixedValue = false; |
|||
} |
|||
} |
|||
} |
|||
|
|||
public class DiffusionProfileProperty : Property |
|||
{ |
|||
public DiffusionProfileProperty(BaseMaterialGUI parent, string propertyName, string guiText, string toolTip, bool isMandatory = true) |
|||
: base(parent, propertyName, guiText, toolTip, isMandatory) |
|||
{ |
|||
} |
|||
|
|||
public override void OnGUI() |
|||
{ |
|||
if (IsValid |
|||
&& (IsVisible == null || IsVisible(this))) |
|||
{ |
|||
var hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline; |
|||
if (hdPipeline == null) |
|||
{ |
|||
return; |
|||
} |
|||
|
|||
var diffusionProfileSettings = hdPipeline.diffusionProfileSettings; |
|||
if (hdPipeline.IsInternalDiffusionProfile(diffusionProfileSettings)) |
|||
{ |
|||
EditorGUILayout.HelpBox( |
|||
"No diffusion profile Settings have been assigned to the render pipeline asset.", |
|||
MessageType.Warning); |
|||
return; |
|||
} |
|||
|
|||
// TODO: Optimize me
|
|||
var profiles = diffusionProfileSettings.profiles; |
|||
var names = new GUIContent[profiles.Length + 1]; |
|||
names[0] = new GUIContent("None"); |
|||
|
|||
var values = new int[names.Length]; |
|||
values[0] = DiffusionProfileConstants.DIFFUSION_PROFILE_NEUTRAL_ID; |
|||
|
|||
for (int i = 0; i < profiles.Length; i++) |
|||
{ |
|||
names[i + 1] = new GUIContent(profiles[i].name); |
|||
values[i + 1] = i + 1; |
|||
} |
|||
|
|||
using (var scope = new EditorGUI.ChangeCheckScope()) |
|||
{ |
|||
int profileID = (int) FloatValue; |
|||
|
|||
using (new EditorGUILayout.HorizontalScope()) |
|||
{ |
|||
EditorGUILayout.PrefixLabel(m_GuiContent.text); |
|||
|
|||
using (new EditorGUILayout.HorizontalScope()) |
|||
{ |
|||
profileID = EditorGUILayout.IntPopup(profileID, names, values); |
|||
|
|||
if (GUILayout.Button("Goto", EditorStyles.miniButton, GUILayout.Width(50f))) |
|||
{ |
|||
Selection.activeObject = diffusionProfileSettings; |
|||
} |
|||
} |
|||
} |
|||
|
|||
if (scope.changed) |
|||
{ |
|||
FloatValue = profileID; |
|||
} |
|||
} |
|||
} |
|||
} |
|||
} |
|||
|
|||
public class TextureOneLineProperty : Property |
|||
{ |
|||
public string ExtraPropertyName; |
|||
|
|||
private MaterialProperty m_ExtraProperty; |
|||
|
|||
public TextureOneLineProperty(BaseMaterialGUI parent, string propertyName, string guiText, bool isMandatory = true) |
|||
: base(parent, propertyName, guiText, isMandatory) |
|||
{ |
|||
} |
|||
|
|||
public TextureOneLineProperty(BaseMaterialGUI parent, string propertyName, string guiText, string toolTip, bool isMandatory = true) |
|||
: base(parent, propertyName, guiText, toolTip, isMandatory) |
|||
{ |
|||
} |
|||
|
|||
public TextureOneLineProperty(BaseMaterialGUI parent, string propertyName, string extraPropertyName, string guiText, string toolTip, bool isMandatory = true) |
|||
: base(parent, propertyName, guiText, toolTip, isMandatory) |
|||
{ |
|||
ExtraPropertyName = extraPropertyName; |
|||
} |
|||
|
|||
public override void OnFindProperty(MaterialProperty[] props) |
|||
{ |
|||
base.OnFindProperty(props); |
|||
|
|||
if (!string.IsNullOrEmpty(ExtraPropertyName)) |
|||
{ |
|||
m_ExtraProperty = ShaderGUI.FindProperty(ExtraPropertyName, props, IsMandatory); |
|||
} |
|||
} |
|||
|
|||
public override void OnGUI() |
|||
{ |
|||
if (IsValid && (IsVisible == null || IsVisible(this))) |
|||
{ |
|||
Parent.m_MaterialEditor.TexturePropertySingleLine(m_GuiContent, m_MaterialProperty, m_ExtraProperty); |
|||
} |
|||
} |
|||
} |
|||
|
|||
public class TextureProperty : Property |
|||
{ |
|||
public enum Tiling |
|||
{ |
|||
Wrap, |
|||
Clamp, |
|||
} |
|||
public enum Channel |
|||
{ |
|||
R, |
|||
G, |
|||
B, |
|||
A, |
|||
} |
|||
|
|||
public enum UVMapping |
|||
{ |
|||
UV0, |
|||
UV1, |
|||
UV2, |
|||
UV3, |
|||
PlanarXY, |
|||
PlanarYZ, |
|||
PlanarZX, |
|||
Triplanar, |
|||
} |
|||
|
|||
public TextureOneLineProperty m_TextureProperty; |
|||
|
|||
public ComboProperty m_UvSetProperty; |
|||
|
|||
public Property m_LocalOrWorldProperty; |
|||
|
|||
public ComboProperty m_TilingProperty; |
|||
|
|||
public Property m_ChannelProperty; |
|||
|
|||
public Property m_RemapProperty; |
|||
|
|||
public Property m_InvertRemapProperty; |
|||
|
|||
public bool Foldout = false; |
|||
|
|||
public TextureProperty(BaseMaterialGUI parent, string propertyName, string constantPropertyName, string guiText, bool isMandatory = true, bool isNormalMap = false) |
|||
: this(parent, propertyName, constantPropertyName, guiText, string.Empty, isMandatory, isNormalMap) |
|||
{ |
|||
} |
|||
|
|||
public TextureProperty(BaseMaterialGUI parent, string propertyName, string constantPropertyName, string guiText, string toolTip, bool isMandatory = true, bool isNormalMap = false) |
|||
: base(parent, propertyName, guiText, toolTip, isMandatory) |
|||
{ |
|||
m_TextureProperty = new TextureOneLineProperty(parent, propertyName, constantPropertyName, guiText, toolTip, isMandatory); |
|||
|
|||
m_UvSetProperty = new ComboProperty(parent, propertyName + "UV", "UV Mapping", Enum.GetNames(typeof(UVMapping)), false); |
|||
m_LocalOrWorldProperty = new Property(parent, propertyName + "LocalOrWorld", "Local Space", "Whether Planar or Triplanar is using Local or World space.", false); |
|||
|
|||
m_TilingProperty = new ComboProperty(parent, propertyName + "Tiling", "Tiling", Enum.GetNames(typeof(Tiling)), false); |
|||
|
|||
m_ChannelProperty = new Property(parent, propertyName + "Channel", "Channel", false); |
|||
|
|||
m_RemapProperty = new Property(parent, constantPropertyName + "Remap", "Remapping", "Defines the range to remap/scale the values in texture", false); |
|||
m_InvertRemapProperty = new Property(parent, constantPropertyName + "RemapInverted", "Invert Remapping", "Whether the mapping values are inverted.", false); |
|||
} |
|||
|
|||
public override void OnFindProperty(MaterialProperty[] props) |
|||
{ |
|||
base.OnFindProperty(props); |
|||
|
|||
m_TextureProperty.OnFindProperty(props); |
|||
m_UvSetProperty.OnFindProperty(props); |
|||
m_LocalOrWorldProperty.OnFindProperty(props); |
|||
m_TilingProperty.OnFindProperty(props); |
|||
m_ChannelProperty.OnFindProperty(props); |
|||
m_RemapProperty.OnFindProperty(props); |
|||
m_InvertRemapProperty.OnFindProperty(props); |
|||
} |
|||
|
|||
public override void OnGUI() |
|||
{ |
|||
if (m_TextureProperty.IsValid |
|||
&& (IsVisible == null || IsVisible(this))) |
|||
{ |
|||
Foldout = EditorGUILayout.Foldout(Foldout, PropertyText); |
|||
if (Foldout) |
|||
{ |
|||
EditorGUI.indentLevel++; |
|||
|
|||
m_TextureProperty.OnGUI(); |
|||
|
|||
if (m_TextureProperty.TextureValue != null) |
|||
{ |
|||
m_UvSetProperty.OnGUI(); |
|||
m_LocalOrWorldProperty.OnGUI(); |
|||
m_TilingProperty.OnGUI(); |
|||
m_ChannelProperty.OnGUI(); |
|||
m_LocalOrWorldProperty.OnGUI(); |
|||
|
|||
if (m_RemapProperty.IsValid) |
|||
{ |
|||
// Display the remap of texture values.
|
|||
Vector2 remap = m_RemapProperty.VectorValue; |
|||
EditorGUI.BeginChangeCheck(); |
|||
EditorGUILayout.MinMaxSlider(m_RemapProperty.PropertyText, ref remap.x, ref remap.y, |
|||
0.0f, 1.0f); |
|||
if (EditorGUI.EndChangeCheck()) |
|||
{ |
|||
m_RemapProperty.VectorValue = remap; |
|||
} |
|||
|
|||
m_InvertRemapProperty.OnGUI(); |
|||
} |
|||
} |
|||
|
|||
EditorGUI.indentLevel--; |
|||
} |
|||
} |
|||
} |
|||
} |
|||
#endregion
|
|||
} |
|||
} |
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- None |
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- Two Cascades |
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- Four Cascades |
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- Dont Sync |
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- Every V Blank |
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- Every Second V Sync |
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|||
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|||
testTypes: 2 |
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|||
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|||
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|||
testTypes: 2 |
|||
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|||
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|||
run: 1 |
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|||
testTypes: 2 |
|||
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|||
platforms: -1 |
|||
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|||
testTypes: 2 |
|||
minimumUnityVersion: 4 |
|||
platforms: -1 |
|||
run: 1 |
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|||
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|||
testTypes: 2 |
|||
minimumUnityVersion: 4 |
|||
platforms: -1 |
|||
run: 1 |
|||
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|||
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