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Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
/RenderPassXR_Sandbox
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop
/RenderPassXR_Sandbox
Rune Stubbe
8 年前
当前提交
8b51c69a
共有 44 个文件被更改,包括 619 次插入 和 426 次删除
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2Assets/ScriptableRenderPipeline/Core/Camera/CameraSwitcher.cs
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28Assets/ScriptableRenderPipeline/Core/Debugging/DebugActionManager.cs
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40Assets/ScriptableRenderPipeline/Core/Debugging/DebugItemHandler.cs
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2Assets/ScriptableRenderPipeline/Core/Debugging/DebugItemUI.cs
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8Assets/ScriptableRenderPipeline/Core/Debugging/DebugMenuManager.cs
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5Assets/ScriptableRenderPipeline/Core/Debugging/DebugMenuUI.cs
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22Assets/ScriptableRenderPipeline/Core/Debugging/DebugPanel.cs
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10Assets/ScriptableRenderPipeline/Core/Debugging/DebugPanelUI.cs
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4Assets/ScriptableRenderPipeline/Core/Debugging/Editor/DebugMenuEditor.cs
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115Assets/ScriptableRenderPipeline/Core/Shadow/Shadow.cs
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38Assets/ScriptableRenderPipeline/Core/Shadow/ShadowBase.cs
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22Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
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47Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/LightingDebugPanel.cs
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13Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
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10Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset
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2Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset.meta
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80Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/AmbientOcclusion/AmbientOcclusion.cs
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38Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/AmbientOcclusion/Resources/CommonAmbientOcclusion.hlsl
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8Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/AmbientOcclusion/Resources/Denoising.hlsl
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64Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/AmbientOcclusion/Resources/Estimation.hlsl
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4Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/ClusteredUtils.hlsl
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30Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/FeatureFlags.hlsl
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4Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/LightingConvexHullUtils.hlsl
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150Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
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24Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs.hlsl
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14Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl
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14Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/lightlistbuild-bigtile.compute
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12Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/lightlistbuild-clustered.compute
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10Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/lightlistbuild.compute
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4Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/scrbound.compute
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8Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.cs.hlsl
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10Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs
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24Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl
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14Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
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4Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader
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8Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs.hlsl
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2Assets/ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs
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20Assets/ScriptableRenderPipeline/ShaderGenerator/Editor/CSharpToHLSL.cs
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30Assets/ScriptableRenderPipeline/ShaderGenerator/Editor/ShaderTypeGeneration.cs
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92Assets/ScriptableRenderPipeline/Core/Shadow/Resources/DebugDisplayShadowMap.shader
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9Assets/ScriptableRenderPipeline/Core/Shadow/Resources.meta
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0/Assets/ScriptableRenderPipeline/Core/Shadow/Resources/DebugDisplayShadowMap.shader.meta
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0/Assets/ScriptableRenderPipeline/Core/Shadow/Resources/DebugDisplayShadowMap.shader
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Shader "Hidden/HDRenderPipeline/DebugDisplayShadowMap" |
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Shader "Hidden/ScriptableRenderPipeline/DebugDisplayShadowMap" |
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HLSLINCLUDE |
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#pragma target 4.5 |
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#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev |
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#include "../../../ShaderLibrary/Common.hlsl" |
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float4 _TextureScaleBias; |
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float _TextureSlice; |
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SamplerState ltc_linear_clamp_sampler; |
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TEXTURE2D_ARRAY(_AtlasTexture); |
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struct Attributes |
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{ |
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uint vertexID : SV_VertexID; |
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}; |
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struct Varyings |
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{ |
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float4 positionCS : SV_POSITION; |
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float2 texcoord : TEXCOORD0; |
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}; |
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Varyings Vert(Attributes input) |
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{ |
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Varyings output; |
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); |
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output.texcoord = GetFullScreenTriangleTexcoord(input.vertexID) * _TextureScaleBias.xy + _TextureScaleBias.zw; |
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return output; |
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} |
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ENDHLSL |
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ZWrite Off |
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Name "RegularShadow" |
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ZWrite On |
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#pragma target 4.5 |
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#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev |
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#pragma fragment Frag |
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#include "../../ShaderLibrary/Common.hlsl" |
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#define SHADOW_TILEPASS // TODO: Not sure it must be define, ask uygar |
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#include "../../ShaderLibrary/Shadow/Shadow.hlsl" |
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#undef SHADOW_TILEPASS |
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SamplerState ltc_linear_clamp_sampler; |
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float4 _TextureScaleBias; |
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struct Attributes |
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#pragma fragment FragRegular |
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float4 FragRegular(Varyings input) : SV_Target |
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uint vertexID : SV_VertexID; |
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}; |
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return SAMPLE_TEXTURE2D_ARRAY(_AtlasTexture, ltc_linear_clamp_sampler, input.texcoord, _TextureSlice).xxxx; |
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} |
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struct Varyings |
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{ |
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float4 positionCS : SV_POSITION; |
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float2 texcoord : TEXCOORD0; |
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}; |
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ENDHLSL |
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} |
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Varyings Vert(Attributes input) |
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{ |
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Varyings output; |
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); |
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output.texcoord = GetFullScreenTriangleTexcoord(input.vertexID) * _TextureScaleBias.xy + _TextureScaleBias.zw; |
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Pass |
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{ |
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Name "VarianceShadow" |
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ZTest Off |
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Blend One Zero |
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Cull Off |
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ZWrite On |
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return output; |
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} |
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HLSLPROGRAM |
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float4 Frag(Varyings input) : SV_Target |
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#pragma vertex Vert |
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#pragma fragment FragVariance |
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float4 FragVariance(Varyings input) : SV_Target |
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ShadowContext shadowContext = InitShadowContext(); |
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// Caution: ShadowContext is define in Shadowcontext.hlsl for current render pipeline. This shader must be in sync with its content else it doesn't work. |
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return SAMPLE_TEXTURE2D_ARRAY(_ShadowmapExp_PCF, ltc_linear_clamp_sampler, input.texcoord, 0).xxxx; |
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return SAMPLE_TEXTURE2D_ARRAY(_AtlasTexture, ltc_linear_clamp_sampler, input.texcoord, _TextureSlice).rgba; // Might want something more clever like a channel selector. |
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} |
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Fallback Off |
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} |
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fileFormatVersion: 2 |
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guid: 17c6560a19ee38a488a305b841122612 |
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folderAsset: yes |
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timeCreated: 1496931301 |
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licenseType: Pro |
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DefaultImporter: |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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