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Merge pull request #192 from Unity-Technologies/Update-To-relative-path

HDRenderPipeline: Change all include shader absolute path to relative path
/fptl_cleanup
GitHub 8 年前
当前提交
86dbe5d8
共有 34 个文件被更改,包括 134 次插入134 次删除
  1. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayLatlong.shader
  2. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader
  3. 12
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader
  4. 8
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader
  5. 22
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Lighting.hlsl
  6. 12
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Resources/Deferred.shader
  7. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute
  8. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-clustered.compute
  9. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild.compute
  10. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/scrbound.compute
  11. 12
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/shadeopaque.compute
  12. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.hlsl
  13. 20
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  14. 22
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  15. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  16. 20
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  17. 22
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  18. 8
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader
  19. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/PreIntegratedFGD.shader
  20. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs
  21. 16
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Material.hlsl
  22. 12
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader
  23. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/EyeAdaptation.shader
  24. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/EyeHistogram.compute
  25. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/FinalPass.shader
  26. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/LutGen.shader
  27. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawGaussianProfile.shader
  28. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawTransmittanceGraph.shader
  29. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/FragInputs.hlsl
  30. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
  31. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader
  32. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/BuildProbabilityTables.compute
  33. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/ComputeGgxIblSampleData.compute
  34. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/GGXConvolve.shader

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayLatlong.shader


#pragma vertex Vert
#pragma fragment Frag
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "../../../ShaderLibrary/Common.hlsl"
#include "../../../ShaderLibrary/ImageBasedLighting.hlsl"
TEXTURECUBE(_InputCubemap);
SAMPLERCUBE(sampler_InputCubemap);

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader


#pragma vertex Vert
#pragma fragment Frag
#include "ShaderLibrary/Common.hlsl"
#include "../../../ShaderLibrary/Common.hlsl"
TEXTURE2D_FLOAT(g_tShadowBuffer);

12
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader


#pragma vertex Vert
#pragma fragment Frag
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "../../../ShaderLibrary/Common.hlsl"
#include "../../../ShaderLibrary/Color.hlsl"
#include "HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "HDRenderPipeline/Debug/DebugViewMaterial.cs.hlsl"
#include "HDRenderPipeline/Material/Material.hlsl"
#include "../../ShaderConfig.cs.hlsl"
#include "../../ShaderVariables.hlsl"
#include "../../Debug/DebugViewMaterial.cs.hlsl"
#include "../../Material/Material.hlsl"
DECLARE_GBUFFER_TEXTURE(_GBufferTexture);

8
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Common.hlsl"
#include "../../../ShaderLibrary/Common.hlsl"
#include "HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "HDRenderPipeline/Lighting/Lighting.hlsl" // This include Material.hlsl
#include "../../ShaderConfig.cs.hlsl"
#include "../../ShaderVariables.hlsl"
#include "../../Lighting/Lighting.hlsl" // This include Material.hlsl
//-------------------------------------------------------------------------------------
// variable declaration

22
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Lighting.hlsl


#ifndef UNITY_LIGHTING_INCLUDED
#define UNITY_LIGHTING_INCLUDED
#include "ShaderLibrary/CommonLighting.hlsl"
#include "ShaderLibrary/CommonShadow.hlsl"
#include "ShaderLibrary/Sampling.hlsl"
#include "ShaderLibrary/AreaLighting.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "../../ShaderLibrary/CommonLighting.hlsl"
#include "../../ShaderLibrary/CommonShadow.hlsl"
#include "../../ShaderLibrary/Sampling.hlsl"
#include "../../ShaderLibrary/AreaLighting.hlsl"
#include "../../ShaderLibrary/ImageBasedLighting.hlsl"
// The light loop (or lighting architecture) is in charge to:
// - Define light list

#define HAS_LIGHTLOOP // Allow to not define LightLoop related function in Material.hlsl
#include "HDRenderPipeline/Lighting/LightDefinition.cs.hlsl"
#include "HDRenderPipeline/Lighting/LightUtilities.hlsl"
#include "../Lighting/LightDefinition.cs.hlsl"
#include "../Lighting/LightUtilities.hlsl"
#include "HDRenderPipeline/Shadow/Shadow.hlsl"
#include "../Shadow/Shadow.hlsl"
#include "HDRenderPipeline/Lighting/TilePass/TilePass.hlsl"
#include "../Lighting/TilePass/TilePass.hlsl"
#include "HDRenderPipeline/Material/Material.hlsl"
#include "../Material/Material.hlsl"
#include "HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl"
#include "../Lighting/TilePass/TilePassLoop.hlsl"
#endif

12
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Resources/Deferred.shader


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Common.hlsl"
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "../../../ShaderLibrary/Common.hlsl"
#include "../../Debug/HDRenderPipelineDebug.cs.hlsl"
#include "../../Debug/DebugLighting.hlsl"
#include "HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "HDRenderPipeline/Lighting/Lighting.hlsl" // This include Material.hlsl
#include "../../ShaderConfig.cs.hlsl"
#include "../../ShaderVariables.hlsl"
#include "../../Lighting/Lighting.hlsl" // This include Material.hlsl
//-------------------------------------------------------------------------------------
// variable declaration

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute


#pragma kernel BigTileLightListGen
#include "ShaderLibrary/common.hlsl"
#include "../../../../ShaderLibrary/common.hlsl"
#include "../TilePass.cs.hlsl"
#include "../LightingConvexHullUtils.hlsl"
#include "../SortingComputeUtils.hlsl"

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-clustered.compute


#pragma kernel TileLightListGen_DepthRT_MSAA_SrcBigTile LIGHTLISTGEN=TileLightListGen_DepthRT_MSAA_SrcBigTile ENABLE_DEPTH_TEXTURE_BACKPLANE MSAA_ENABLED USE_TWO_PASS_TILED_LIGHTING
#pragma kernel ClearAtomic
#include "ShaderLibrary/common.hlsl"
#include "../../../../ShaderLibrary/common.hlsl"
#include "../ShaderBase.hlsl"
#include "../TilePass.cs.hlsl"
#include "../LightingConvexHullUtils.hlsl"

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild.compute


#pragma kernel TileLightListGen LIGHTLISTGEN=TileLightListGen
#pragma kernel TileLightListGen_SrcBigTile LIGHTLISTGEN=TileLightListGen_SrcBigTile USE_TWO_PASS_TILED_LIGHTING
#include "ShaderLibrary/common.hlsl"
#include "../../../../ShaderLibrary/common.hlsl"
#include "../ShaderBase.hlsl"
#include "../TilePass.cs.hlsl"
#include "../LightingConvexHullUtils.hlsl"

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/scrbound.compute


#pragma kernel ScreenBoundsAABB
#include "ShaderLibrary/common.hlsl"
#include "../../../../ShaderLibrary/common.hlsl"
#include "../TilePass.cs.hlsl"
uniform int g_iNrVisibLights;

12
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/shadeopaque.compute


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Common.hlsl"
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "../../../../ShaderLibrary/Common.hlsl"
#include "../../../Debug/HDRenderPipelineDebug.cs.hlsl"
#include "../../../Debug/DebugLighting.hlsl"
#include "HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "HDRenderPipeline/Lighting/Lighting.hlsl" // This include Material.hlsl
#include "../../../ShaderConfig.cs.hlsl"
#include "../../../ShaderVariables.hlsl"
#include "../../../Lighting/Lighting.hlsl" // This include Material.hlsl
//-------------------------------------------------------------------------------------
// variable declaration

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.hlsl


//TODO: return this original relative path include after fixing a bug in Unity side
//#include "BuiltinData.cs.hlsl"
#include "HDRenderPipeline/Material/Builtin/BuiltinData.cs.hlsl"
#include "../../Material/Builtin/BuiltinData.cs.hlsl"
//-----------------------------------------------------------------------------
// common Encode/Decode functions

20
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/common.hlsl"
#include "HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "HDRenderPipeline/ShaderPass/FragInputs.hlsl"
#include "HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "../../../ShaderLibrary/common.hlsl"
#include "../../ShaderConfig.cs.hlsl"
#include "../../ShaderVariables.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration

// variable declaration
//-------------------------------------------------------------------------------------
#include "HDRenderPipeline/Material/Lit/LitProperties.hlsl"
#include "../../Material/Lit/LitProperties.hlsl"
// All our shaders use same name for entry point
#pragma vertex Vert

#define LIGHTING_DEBUG
#define SHADERPASS SHADERPASS_GBUFFER
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "../../Debug/HDRenderPipelineDebug.cs.hlsl"
#include "../../Debug/DebugLighting.hlsl"
#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "../Lit/LitData.hlsl"

#define LIGHTING_DEBUG
#define SHADERPASS SHADERPASS_FORWARD
#include "../../Lighting/Forward.hlsl"
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "../../Debug/HDRenderPipelineDebug.cs.hlsl"
#include "../../Debug/DebugLighting.hlsl"
// TEMP until pragma work in include
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS

22
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/common.hlsl"
#include "ShaderLibrary/tessellation.hlsl"
#include "HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "HDRenderPipeline/ShaderPass/FragInputs.hlsl"
#include "HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "../../../ShaderLibrary/common.hlsl"
#include "../../../ShaderLibrary/tessellation.hlsl"
#include "../../ShaderConfig.cs.hlsl"
#include "../../ShaderVariables.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration

// variable declaration
//-------------------------------------------------------------------------------------
#include "HDRenderPipeline/Material/Lit/LitProperties.hlsl"
#include "../../Material/Lit/LitProperties.hlsl"
// All our shaders use same name for entry point
#pragma vertex Vert

#define LIGHTING_DEBUG
#define SHADERPASS SHADERPASS_GBUFFER
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "../../Debug/HDRenderPipelineDebug.cs.hlsl"
#include "../../Debug/DebugLighting.hlsl"
#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "../Lit/LitData.hlsl"

#define LIGHTING_DEBUG
#define SHADERPASS SHADERPASS_FORWARD
#include "../../Lighting/Forward.hlsl"
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "../../Debug/HDRenderPipelineDebug.cs.hlsl"
#include "../../Debug/DebugLighting.hlsl"
// TEMP until pragma work in include
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


// SurfaceData is define in Lit.cs which generate Lit.cs.hlsl
//TODO: return this original relative path include after fixing a bug in Unity side
//#include "Lit.cs.hlsl"
#include "HDRenderPipeline/Material/Lit/Lit.cs.hlsl"
#include "../../Material/Lit/Lit.cs.hlsl"
// In case we pack data uint16 buffer we need to change the output render target format to uint16
// TODO: Is there a way to automate these output type based on the format declare in lit.cs ?

20
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/common.hlsl"
#include "HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "HDRenderPipeline/ShaderPass/FragInputs.hlsl"
#include "HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "../../../ShaderLibrary/common.hlsl"
#include "../../ShaderConfig.cs.hlsl"
#include "../../ShaderVariables.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"
#include "HDRenderPipeline/Material/Lit/LitProperties.hlsl"
#include "../../Material/Lit/LitProperties.hlsl"
// All our shaders use same name for entry point
#pragma vertex Vert

#define LIGHTING_DEBUG
#define SHADERPASS SHADERPASS_GBUFFER
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "../../Debug/HDRenderPipelineDebug.cs.hlsl"
#include "../../Debug/DebugLighting.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"

#define LIGHTING_DEBUG
#define SHADERPASS SHADERPASS_FORWARD
#include "../../Lighting/Forward.hlsl"
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "../../Debug/HDRenderPipelineDebug.cs.hlsl"
#include "../../Debug/DebugLighting.hlsl"
// TEMP until pragma work in include
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS

22
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/common.hlsl"
#include "ShaderLibrary/tessellation.hlsl"
#include "HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "HDRenderPipeline/ShaderPass/FragInputs.hlsl"
#include "HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "../../../ShaderLibrary/common.hlsl"
#include "../../../ShaderLibrary/tessellation.hlsl"
#include "../../ShaderConfig.cs.hlsl"
#include "../../ShaderVariables.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"
#include "HDRenderPipeline/Material/Lit/LitProperties.hlsl"
#include "../../Material/Lit/LitProperties.hlsl"
// All our shaders use same name for entry point
#pragma vertex Vert

#define LIGHTING_DEBUG
#define SHADERPASS SHADERPASS_GBUFFER
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "../../Debug/HDRenderPipelineDebug.cs.hlsl"
#include "../../Debug/DebugLighting.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"

#define LIGHTING_DEBUG
#define SHADERPASS SHADERPASS_FORWARD
#include "../../Lighting/Forward.hlsl"
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "../../Debug/HDRenderPipelineDebug.cs.hlsl"
#include "../../Debug/DebugLighting.hlsl"
// TEMP until pragma work in include
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS

8
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Common.hlsl"
#include "HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "../../../../ShaderLibrary/Common.hlsl"
#include "../../../ShaderConfig.cs.hlsl"
#include "../../../ShaderVariables.hlsl"
#include "HDRenderPipeline/Material/Material.hlsl"
#include "../../../Material/Material.hlsl"
//-------------------------------------------------------------------------------------
// Inputs & outputs

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/PreIntegratedFGD.shader


#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "../../../../ShaderLibrary/Common.hlsl"
#include "../../../../ShaderLibrary/ImageBasedLighting.hlsl"
#include "../../../ShaderVariables.hlsl"
struct Attributes

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs


private RenderTexture m_ProfileImage, m_TransmittanceImage;
private Material m_ProfileMaterial, m_TransmittanceMaterial;
private SerializedProperty m_Profile, m_ProfileStdDev1, m_ProfileStdDev2,
private SerializedProperty m_ProfileStdDev1, m_ProfileStdDev2,
m_ProfileLerpWeight, m_ProfileTransmission,
m_ProfileThicknessRemap;

16
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Material.hlsl


#ifndef UNITY_MATERIAL_INCLUDED
#define UNITY_MATERIAL_INCLUDED
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Packing.hlsl"
#include "ShaderLibrary/BSDF.hlsl"
#include "ShaderLibrary/Debug.hlsl"
#include "ShaderLibrary/GeometricTools.hlsl"
#include "ShaderLibrary/CommonMaterial.hlsl"
#include "ShaderLibrary/EntityLighting.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "../../ShaderLibrary/Color.hlsl"
#include "../../ShaderLibrary/Packing.hlsl"
#include "../../ShaderLibrary/BSDF.hlsl"
#include "../../ShaderLibrary/Debug.hlsl"
#include "../../ShaderLibrary/GeometricTools.hlsl"
#include "../../ShaderLibrary/CommonMaterial.hlsl"
#include "../../ShaderLibrary/EntityLighting.hlsl"
#include "../../ShaderLibrary/ImageBasedLighting.hlsl"
//-----------------------------------------------------------------------------
// BuiltinData

12
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/common.hlsl"
#include "HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "HDRenderPipeline/ShaderPass/FragInputs.hlsl"
#include "HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "../../../ShaderLibrary/common.hlsl"
#include "../../ShaderConfig.cs.hlsl"
#include "../../ShaderVariables.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"
#include "HDRenderPipeline/Material/Unlit/UnlitProperties.hlsl"
#include "../../Material/Unlit/UnlitProperties.hlsl"
// All our shaders use same name for entry point
#pragma vertex Vert

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/EyeAdaptation.shader


HLSLINCLUDE
#pragma target 4.5
#include "ShaderLibrary/Common.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "../../../ShaderLibrary/Common.hlsl"
#include "../../ShaderVariables.hlsl"
#include "EyeAdaptation.hlsl"
TEXTURE2D(_MainTex);

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/EyeHistogram.compute


// Put the following line to 0 or comment it to disable vignette weighting
#define USE_VIGNETTE_WEIGHTING 1
#include "ShaderLibrary/Common.hlsl"
#include "../../../ShaderLibrary/Common.hlsl"
#include "EyeAdaptation.hlsl"
RWStructuredBuffer<uint> _Histogram;

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/FinalPass.shader


HLSLINCLUDE
#pragma target 4.5
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "../../../ShaderLibrary/Color.hlsl"
#include "../../../ShaderLibrary/Common.hlsl"
#include "../../ShaderVariables.hlsl"
#include "ColorGrading.hlsl"
TEXTURE2D(_MainTex);

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/LutGen.shader


Shader "Hidden/HDRenderPipeline/LutGen"
Shader "Hidden/HDRenderPipeline/LutGen"
#include "ShaderLibrary/Common.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "../../../ShaderLibrary/Common.hlsl"
#include "../../ShaderVariables.hlsl"
#include "ColorGrading.hlsl"
float4 _LutParams;

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawGaussianProfile.shader


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "../../../ShaderLibrary/Common.hlsl"
#include "../../../ShaderLibrary/Color.hlsl"
#include "../../ShaderVariables.hlsl"
//-------------------------------------------------------------------------------------
// Inputs & outputs

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawTransmittanceGraph.shader


// Include
//-------------------------------------------------------------------------------------
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "../../../ShaderLibrary/Common.hlsl"
#include "../../../ShaderLibrary/Color.hlsl"
#include "../../ShaderVariables.hlsl"
//-------------------------------------------------------------------------------------
// Inputs & outputs

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/FragInputs.hlsl


// This structure gather all possible varying/interpolator for this shader.
//-------------------------------------------------------------------------------------
#include "HDRenderPipeline/Debug/DebugViewMaterial.cs.hlsl"
#include "../../Debug/DebugViewMaterial.cs.hlsl"
struct FragInputs
{

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader


#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/CommonLighting.hlsl"
#include "../../../../ShaderLibrary/Color.hlsl"
#include "../../../../ShaderLibrary/Common.hlsl"
#include "../../../../ShaderLibrary/CommonLighting.hlsl"
TEXTURECUBE(_Cubemap);
SAMPLERCUBE(sampler_Cubemap);

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader


#pragma multi_compile _ ATMOSPHERICS_DEBUG
#pragma multi_compile _ PERFORM_SKY_OCCLUSION_TEST
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/CommonLighting.hlsl"
#include "../../../../ShaderLibrary/Color.hlsl"
#include "../../../../ShaderLibrary/Common.hlsl"
#include "../../../../ShaderLibrary/CommonLighting.hlsl"
TEXTURECUBE(_Cubemap);
SAMPLERCUBE(sampler_Cubemap);

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Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/BuildProbabilityTables.compute


// Ref: PBRT v3, 13.6.7 "Piecewise-Constant 2D Distributions".
// Note that we use the equiareal sphere-to-square mapping instead of the latitude-longitude one.
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "../../../ShaderLibrary/Common.hlsl"
#include "../../../ShaderLibrary/ImageBasedLighting.hlsl"
/* --- Input --- */

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Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/ComputeGgxIblSampleData.compute


// Precomputes data for IntegrateLD(). See that function for a detailed description.
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "../../../ShaderLibrary/Common.hlsl"
#include "../../../ShaderLibrary/ImageBasedLighting.hlsl"
#define MAX_IBL_SAMPLE_CNT 89

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Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/GGXConvolve.shader


#pragma vertex Vert
#pragma fragment Frag
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "../../../ShaderLibrary/Common.hlsl"
#include "../../../ShaderLibrary/ImageBasedLighting.hlsl"
#include "../SkyManager.cs.hlsl"
struct Attributes

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