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Fixed newline endings in the files touched by this PR.

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Felipe Lira 6 年前
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89c899a1
共有 6 个文件被更改,包括 25 次插入28 次删除
  1. 4
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineAsset.cs
  2. 7
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
  3. 30
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightShadowPass.cs
  4. 4
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Lighting.hlsl
  5. 6
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightScreenSpaceShadows.shader
  6. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesSimpleLighting.shader

4
ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineAsset.cs


"LightweightAsset.asset", null, null);
}
//[MenuItem("Assets/Create/Rendering/Lightweight Pipeline Resources", priority = CoreUtils.assetCreateMenuPriority1)]
static void CreateLightweightPipelineResources()
{

var instance = CreateInstance<LightweightPipelineEditorResources>();
AssetDatabase.CreateAsset(instance, string.Format("Assets/{0}.asset", typeof(LightweightPipelineEditorResources).Name));
}
class CreateLightweightPipelineAsset : EndNameEditAction
{

private static T LoadResourceFile<T>() where T : ScriptableObject
{
T resourceAsset = null;
var guids = AssetDatabase.FindAssets(typeof(T).Name + " t:scriptableobject", new []{m_SearchPathProject});
var guids = AssetDatabase.FindAssets(typeof(T).Name + " t:scriptableobject", new[] {m_SearchPathProject});
foreach (string guid in guids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);

7
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs


m_Asset = asset;
SetRenderingFeatures();
PerFrameBuffer._GlossyEnvironmentColor = Shader.PropertyToID("_GlossyEnvironmentColor");
PerFrameBuffer._SubtractiveShadowColor = Shader.PropertyToID("_SubtractiveShadowColor");

perObjectLightIndexMap[i] = -1;
else
perObjectLightIndexMap[i] -= directionalLightCount;
}
m_CullResults.SetLightIndexMap(perObjectLightIndexMap);

private float GetScaledCameraWidth(Camera camera)
{
return (float) camera.pixelWidth * GetRenderScale();
return (float)camera.pixelWidth * GetRenderScale();
return (float) camera.pixelHeight * GetRenderScale();
return (float)camera.pixelHeight * GetRenderScale();
}
private RendererConfiguration GetRendererSettings(ref LightData lightData)

30
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightShadowPass.cs


public float RenderingDistance { get { return m_ShadowSettings.maxShadowDistance; } }
private const int kMaxCascades = 4;
private int m_ShadowCasterCascadesCount;
private int m_DirectionalShadowmapID;
private int m_LocalShadowmapID;

m_ScreenSpaceShadowmapTexture = new RenderTargetIdentifier(m_ScreenSpaceShadowmapID);
m_DirectionalShadowmapDescriptor = new RenderTextureDescriptor(m_ShadowSettings.directionalShadowAtlasWidth,
m_ShadowSettings.directionalShadowAtlasHeight, m_ShadowSettings.shadowmapTextureFormat, m_ShadowSettings.bufferBitCount);
m_ShadowSettings.directionalShadowAtlasHeight, m_ShadowSettings.shadowmapTextureFormat, m_ShadowSettings.bufferBitCount);
m_ShadowSettings.localShadowAtlasHeight, m_ShadowSettings.shadowmapTextureFormat, m_ShadowSettings.bufferBitCount);
m_ShadowSettings.localShadowAtlasHeight, m_ShadowSettings.shadowmapTextureFormat, m_ShadowSettings.bufferBitCount);
m_ScreenSpaceShadowsMaterial = CoreUtils.CreateEngineMaterial(pipelineAsset.ScreenSpaceShadowShader);

// Until we can have keyword stripping forcing single cascade hard shadows on gles2
m_ShadowSettings.screenSpace = !isOpenGLES2;
m_ShadowSettings.directionalLightCascadeCount = (isOpenGLES2)? 1 : pipelineAsset.CascadeCount;
m_ShadowSettings.directionalLightCascadeCount = (isOpenGLES2) ? 1 : pipelineAsset.CascadeCount;
m_ShadowSettings.directionalShadowAtlasWidth = pipelineAsset.ShadowAtlasResolution;
m_ShadowSettings.directionalShadowAtlasHeight = pipelineAsset.ShadowAtlasResolution;

: RenderTextureFormat.Depth;
m_ShadowSettings.screenspaceShadowmapTextureFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.R8)
? RenderTextureFormat.R8
: RenderTextureFormat.ARGB32;
? RenderTextureFormat.R8
: RenderTextureFormat.ARGB32;
switch (m_ShadowSettings.directionalLightCascadeCount)
{

m_CascadeSplitRadii = new Vector4(0.0f, 0.0f, 0.0f, 0.0f);
for (int i = 0; i < m_CascadeSlices.Length; ++i)
m_CascadeSlices[i].Clear();
m_CascadeSlices[i].Clear();
for (int i = 0; i < m_LocalLightSlices.Length; ++i)
m_LocalLightSlices[i].Clear();

{
List<int> localLightIndices = lightData.localLightIndices;
List<VisibleLight> visibleLights = lightData.visibleLights;
int shadowCastingLightsCount = 0;
int localLightsCount = localLightIndices.Count;
for (int i = 0; i < localLightsCount; ++i)

cmd.SetGlobalVectorArray(DirectionalShadowConstantBuffer._DirShadowSplitSpheres, m_CascadeSplitDistances);
cmd.SetGlobalVector(DirectionalShadowConstantBuffer._DirShadowSplitSphereRadii, m_CascadeSplitRadii);
cmd.SetGlobalVector(DirectionalShadowConstantBuffer._ShadowOffset0, new Vector4(-invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
cmd.SetGlobalVector(DirectionalShadowConstantBuffer._ShadowOffset1, new Vector4( invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
cmd.SetGlobalVector(DirectionalShadowConstantBuffer._ShadowOffset1, new Vector4(invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
cmd.SetGlobalVector(DirectionalShadowConstantBuffer._ShadowOffset3, new Vector4( invHalfShadowAtlasWidth, invHalfShadowAtlasHeight, 0.0f, 0.0f));
cmd.SetGlobalVector(DirectionalShadowConstantBuffer._ShadowOffset3, new Vector4(invHalfShadowAtlasWidth, invHalfShadowAtlasHeight, 0.0f, 0.0f));
m_ShadowSettings.directionalShadowAtlasWidth, m_ShadowSettings.directionalShadowAtlasHeight));
m_ShadowSettings.directionalShadowAtlasWidth, m_ShadowSettings.directionalShadowAtlasHeight));
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
}

cmd.SetGlobalMatrixArray(LocalShadowConstantBuffer._LocalWorldToShadowAtlas, m_LocalShadowMatrices);
cmd.SetGlobalFloatArray(LocalShadowConstantBuffer._LocalShadowStrength, m_LocalShadowStrength);
cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowOffset0, new Vector4(-invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowOffset1, new Vector4( invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowOffset1, new Vector4(invHalfShadowAtlasWidth, -invHalfShadowAtlasHeight, 0.0f, 0.0f));
cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowOffset3, new Vector4( invHalfShadowAtlasWidth, invHalfShadowAtlasHeight, 0.0f, 0.0f));
cmd.SetGlobalVector(LocalShadowConstantBuffer._LocalShadowOffset3, new Vector4(invHalfShadowAtlasWidth, invHalfShadowAtlasHeight, 0.0f, 0.0f));
m_ShadowSettings.localShadowAtlasWidth, m_ShadowSettings.localShadowAtlasHeight));
m_ShadowSettings.localShadowAtlasWidth, m_ShadowSettings.localShadowAtlasHeight));
};
}

4
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Lighting.hlsl


#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
int lightIndex = _LightIndexBuffer[unity_LightIndicesOffsetAndCount.x + i];
#else
// The following code is more optimal than indexing unity_4LightIndices0.
// The following code is more optimal than indexing unity_4LightIndices0.
// Conditional moves are branch free even on mali-400
half i_rem = (i < 2.0h) ? i : i - 2.0h;
half2 lightIndex2 = (i < 2.0h) ? unity_4LightIndices0.xy : unity_4LightIndices0.zw;

half3 fullDiffuse = diffuseColor + inputData.vertexLighting;
half3 finalColor = fullDiffuse * diffuse + emission;
#if defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR)
finalColor += specularColor;
#endif

6
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightScreenSpaceShadows.shader


{
UNITY_SETUP_INSTANCE_ID(i);
#if !defined(UNITY_STEREO_INSTANCING_ENABLED)
// Completely unclear why i.stereoTargetEyeIndex doesn't work here, considering
// Completely unclear why i.stereoTargetEyeIndex doesn't work here, considering
// this has to be correct in order for the texture array slices to be rasterized to
// We can limit this workaround to stereo instancing for now.
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);

ENDHLSL
Pass
{
{
ZTest Always
ZWrite Off
Cull Off

#pragma multi_compile _ _SHADOWS_CASCADE
#pragma vertex Vertex
#pragma fragment Fragment
ENDHLSL

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardParticlesSimpleLighting.shader


#define BUMP_SCALE_NOT_SUPPORTED 1
#define NO_SHADOWS 1
#include "LWRP/ShaderLibrary/Particles.hlsl"
#include "LWRP/ShaderLibrary/Lighting.hlsl"

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