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Add pipeline subshader tags for HD

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Matt Dean 6 年前
当前提交
938ae294
共有 24 个文件被更改,包括 36 次插入11 次删除
  1. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugColorPicker.shader
  2. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader
  3. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader
  4. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader
  5. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader
  6. 5
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/EditorRenderPipelineResources/ReflectionProbesPreview.shader
  7. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DrawDiffusionProfile.shader
  8. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DrawTransmittanceGraph.shader
  9. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  10. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader
  11. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.shader
  12. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/GGXConvolve.shader
  13. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader
  14. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
  15. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader
  16. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader
  17. 7
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Resources/PreIntegratedFGD.shader
  18. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/CombineLighting.shader
  19. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.shader
  20. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.shader
  21. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/Blit.shader
  22. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CameraMotionVectors.shader
  23. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CopyDepthBuffer.shader
  24. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CopyStencilBuffer.shader

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugColorPicker.shader


{
SubShader
{
Tags{ "RenderPipeline" = "HDPipeline" }
Pass
{
ZWrite Off

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader


{
SubShader
{
Tags{ "RenderPipeline" = "HDPipeline" }
Pass
{
ZWrite On

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader


{
SubShader
{
Tags{ "RenderPipeline" = "HDPipeline" }
Pass
{
ZWrite Off

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader


{
SubShader
{
Tags{ "RenderPipeline" = "HDPipeline" }
Pass
{
ZWrite Off

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader


{
SubShader
{
Tags{ "RenderPipeline" = "HDPipeline" }
Pass
{
ZWrite Off

5
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/EditorRenderPipelineResources/ReflectionProbesPreview.shader


_Exposure("_Exposure", Range(-10.0,10.0)) = 0.0
}
SubShader
SubShader
Tags{ "RenderType" = "Opaque" "Queue" = "Transparent" }
Tags{ "RenderPipeline" = "HDPipeline" "RenderType" = "Opaque" "Queue" = "Transparent" }
ZWrite On
Cull Back

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DrawDiffusionProfile.shader


{
SubShader
{
Tags{ "RenderPipeline" = "HDPipeline" }
Pass
{
Cull Off

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DrawTransmittanceGraph.shader


{
SubShader
{
Tags{ "RenderPipeline" = "HDPipeline" }
Pass
{
Cull Off

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


// Initialize various compute shader resources
m_applyDistortionKernel = m_applyDistortionCS.FindKernel("KMain");
// Set subshader pipeline tag
Shader.globalRenderPipeline = "HDPipeline";
// General material
m_CopyStencilForNoLighting = CoreUtils.CreateEngineMaterial(asset.renderPipelineResources.copyStencilBuffer);
m_CopyStencilForNoLighting.SetInt(HDShaderIDs._StencilRef, (int)StencilLightingUsage.NoLighting);

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader


SubShader
{
Tags{ "RenderPipeline" = "HDPipeline" }
Pass
{
Stencil

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.shader


Pass
{
Name "DBuffer" // Name is not used
Tags { "LightMode" = "DBuffer" } // This will be only for opaque object based on the RenderQueue index
Tags { "RenderPipeline" = "HDPipeline" "LightMode" = "DBuffer" } // This will be only for opaque object based on the RenderQueue index
// back faces with zfail, for cases when camera is inside the decal volume
Cull Front

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/GGXConvolve.shader


{
SubShader
{
Tags{ "RenderPipeline" = "HDPipeline" }
Pass
{
Cull Off

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader


SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderType" = "HDLitShader" }
Tags{ "RenderPipeline" = "HDPipeline" "RenderType" = "HDLitShader" }
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass.
Pass

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader


SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderType" = "HDLitShader" }
Tags{ "RenderPipeline" = "HDPipeline" "RenderType" = "HDLitShader" }
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass.
Pass

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader


SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderType" = "HDLitShader" }
Tags{ "RenderPipeline"="HDPipeline" "RenderType" = "HDLitShader" }
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass.
Pass

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader


SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderType" = "HDLitShader" }
Tags{ "RenderPipeline" = "HDPipeline" "RenderType" = "HDLitShader" }
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass.
Pass

7
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Resources/PreIntegratedFGD.shader


Shader "Hidden/HDRenderPipeline/PreIntegratedFGD"
{
SubShader {
Pass {
SubShader
{
Tags{ "RenderPipeline" = "HDPipeline" }
Pass
{
ZTest Always Cull Off ZWrite Off
HLSLPROGRAM

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/CombineLighting.shader


SubShader
{
Tags{ "RenderPipeline" = "HDPipeline" }
Pass
{
Stencil

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.shader


SubShader
{
Tags{ "RenderPipeline" = "HDPipeline" }
Pass
{
Stencil

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.shader


SubShader
{
// This tags allow to use the shader replacement features
Tags{ "RenderType" = "HDUnlitShader" }
Tags{ "RenderPipeline" = "HDPipeline" "RenderType" = "HDUnlitShader" }
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not be the meta pass.

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


SubShader
{
Tags{ "RenderPipeline" = "HDPipeline" }
// 0: Nearest
Pass
{

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


SubShader
{
Tags{ "RenderPipeline" = "HDPipeline" }
Pass
{
// We will perform camera motion velocity only where there is no object velocity

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


SubShader
{
Tags{ "RenderPipeline" = "HDPipeline" }
Pass
{
Name "Copy Depth"

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


SubShader
{
Tags{ "RenderPipeline" = "HDPipeline" }
Pass
{
Name "Pass 0 - Copy stencilRef to output"

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