egomeh
6 年前
当前提交
93afc87c
共有 149 个文件被更改,包括 2771 次插入 和 644 次删除
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3TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
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31com.unity.render-pipelines.core/CoreRP/ShaderLibrary/Common.hlsl
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57com.unity.render-pipelines.core/CoreRP/ShaderLibrary/UnityInstancing.hlsl
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3com.unity.render-pipelines.high-definition/CHANGELOG.md
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21com.unity.render-pipelines.high-definition/HDRP/Debug/DebugDisplay.cs
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1com.unity.render-pipelines.high-definition/HDRP/Debug/DebugDisplay.hlsl
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15com.unity.render-pipelines.high-definition/HDRP/Debug/MipMapDebug.cs
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13com.unity.render-pipelines.high-definition/HDRP/Debug/MipMapDebug.cs.hlsl
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2com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Lit/LitShaderPreprocessor.cs
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3com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/HDEditorUtils.cs
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4com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRPass.template
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4com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDSubShaderUtilities.cs
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4com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template
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3com.unity.render-pipelines.high-definition/HDRP/Editor/Upgraders/UpgradeMenuItem.cs
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6com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs
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2com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipelineAsset.cs
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1com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDStringConstants.cs
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1com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/HDRenderPipelineResources.asset
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1com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/RenderPipelineResources.cs
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1com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassVelocity.hlsl
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11com.unity.render-pipelines.high-definition/HDRP/ShaderPass/VertMesh.hlsl
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8com.unity.render-pipelines.lightweight/CHANGELOG.md
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56com.unity.render-pipelines.lightweight/LWRP/DefaultRendererSetup.cs
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7com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/LightWeightPBRSubShader.cs
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7com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/LightWeightUnlitSubShader.cs
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4com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/lightweightPBRExtraPasses.template
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2com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/lightweightPBRForwardPass.template
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4com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/lightweightUnlitExtraPasses.template
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2com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGraph/lightweightUnlitPass.template
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2com.unity.render-pipelines.lightweight/LWRP/IAfterDepthPrePass.cs
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2com.unity.render-pipelines.lightweight/LWRP/IAfterOpaquePass.cs
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2com.unity.render-pipelines.lightweight/LWRP/IAfterOpaquePostProcess.cs
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2com.unity.render-pipelines.lightweight/LWRP/IAfterRender.cs
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2com.unity.render-pipelines.lightweight/LWRP/IAfterSkyboxPass.cs
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2com.unity.render-pipelines.lightweight/LWRP/IAfterTransparentPass.cs
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4com.unity.render-pipelines.lightweight/LWRP/IRendererSetup.cs
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49com.unity.render-pipelines.lightweight/LWRP/LightweightPipeline.cs
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92com.unity.render-pipelines.lightweight/LWRP/LightweightPipelineCore.cs
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4com.unity.render-pipelines.lightweight/LWRP/LightweightShadowUtils.cs
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2com.unity.render-pipelines.lightweight/LWRP/MaterialHandles.cs
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6com.unity.render-pipelines.lightweight/LWRP/Passes/BeginXRRenderingPass.cs
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16com.unity.render-pipelines.lightweight/LWRP/Passes/CopyColorPass.cs
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14com.unity.render-pipelines.lightweight/LWRP/Passes/CopyDepthPass.cs
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13com.unity.render-pipelines.lightweight/LWRP/Passes/CreateLightweightRenderTexturesPass.cs
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10com.unity.render-pipelines.lightweight/LWRP/Passes/DepthOnlyPass.cs
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23com.unity.render-pipelines.lightweight/LWRP/Passes/DirectionalShadowsPass.cs
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19com.unity.render-pipelines.lightweight/LWRP/Passes/DrawSkyboxPass.cs
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6com.unity.render-pipelines.lightweight/LWRP/Passes/EndXRRenderingPass.cs
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8com.unity.render-pipelines.lightweight/LWRP/Passes/FinalBlitPass.cs
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31com.unity.render-pipelines.lightweight/LWRP/Passes/LocalShadowsPass.cs
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11com.unity.render-pipelines.lightweight/LWRP/Passes/OpaquePostProcessPass.cs
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48com.unity.render-pipelines.lightweight/LWRP/Passes/RenderOpaqueForwardPass.cs
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42com.unity.render-pipelines.lightweight/LWRP/Passes/RenderTransparentForwardPass.cs
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4com.unity.render-pipelines.lightweight/LWRP/Passes/SceneViewDepthCopy.cs
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18com.unity.render-pipelines.lightweight/LWRP/Passes/ScreenSpaceShadowResolvePass.cs
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6com.unity.render-pipelines.lightweight/LWRP/Passes/ScriptableRenderPass.cs
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4com.unity.render-pipelines.lightweight/LWRP/Passes/SetupForwardRenderingPass.cs
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44com.unity.render-pipelines.lightweight/LWRP/Passes/SetupLightweightConstanstPass.cs
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12com.unity.render-pipelines.lightweight/LWRP/Passes/TransparentPostProcessPass.cs
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15com.unity.render-pipelines.lightweight/LWRP/RenderTargetHandle.cs
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2com.unity.render-pipelines.lightweight/LWRP/RenderTargetHandles.cs
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2com.unity.render-pipelines.lightweight/LWRP/SampleCount.cs
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2com.unity.render-pipelines.lightweight/LWRP/SceneViewDrawMode.cs
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214com.unity.render-pipelines.lightweight/LWRP/ScriptableRenderer.cs
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2com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Terrain/InputSurfaceTerrain.hlsl
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152com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Terrain/LightweightPassLitTerrain.hlsl
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23com.unity.render-pipelines.lightweight/LWRP/Shaders/Terrain/LightweightStandardTerrain.shader
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6com.unity.render-pipelines.lightweight/LWRP/Shaders/Terrain/LightweightStandardTerrainAddPass.shader
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35com.unity.render-pipelines.lightweight/LWRP/Shaders/Terrain/LightweightStandardTerrainBase.shader
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157com.unity.shadergraph/CHANGELOG.md
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8com.unity.shadergraph/Editor/Data/Graphs/ColorShaderProperty.cs
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10com.unity.shadergraph/Editor/Data/Graphs/ShaderGraphRequirements.cs
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9com.unity.shadergraph/Editor/Data/Graphs/VectorShaderProperty.cs
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9com.unity.shadergraph/Editor/Drawing/MaterialGraphEditWindow.cs
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28com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl
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12com.unity.testing.srp.lightweight/Tests/Scenes/045_CustomLWPipe/CustomLWPipe.cs
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23com.unity.testing.srp.lightweight/Tests/Scenes/052_LWCallbacks/CameraCallbackTests.cs
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1601_TerrainLit.meta
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539TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1601_TerrainLit.unity
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7TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1601_TerrainLit.unity.meta
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1001TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1601_TerrainLit.png
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88TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1601_TerrainLit.png.meta
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21TestProjects/LWGraphicsTest/Assets/Editor/LoadPackageSceneContext.cs
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8com.unity.render-pipelines.high-definition/HDRP/Editor/Material/TerrainLit.meta
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8com.unity.render-pipelines.high-definition/HDRP/Material/TerrainLit.meta
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41com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDTerrainMaterial.mat
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8com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/DefaultHDTerrainMaterial.mat.meta
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19com.unity.render-pipelines.high-definition/HDRP/ShaderGraphFunctions.hlsl
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8com.unity.render-pipelines.high-definition/HDRP/ShaderGraphFunctions.hlsl.meta
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46com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/ShaderGraphFunctions.hlsl
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9com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/ShaderGraphFunctions.hlsl.meta
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18com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireCameraOpaqueTexture.cs
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11com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireCameraOpaqueTexture.cs.meta
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18com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireDepthTexture.cs
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11com.unity.shadergraph/Editor/Data/Interfaces/IMayRequireDepthTexture.cs.meta
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51com.unity.shadergraph/Editor/Data/Nodes/Input/Scene/SceneColorNode.cs
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11com.unity.shadergraph/Editor/Data/Nodes/Input/Scene/SceneColorNode.cs.meta
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TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/1601_TerrainLit.png
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查看文件
文件差异内容过多而无法显示
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using UnityEngine; |
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using UnityEditor; |
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using UnityEditor.SceneManagement; |
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using UnityEngine.SceneManagement; |
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|
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public class LoadPackageSceneContext : Editor |
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{ |
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private static void LoadPackageScene() |
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{ |
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EditorSceneManager.OpenScene(path); |
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} |
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|
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[MenuItem("Assets/Load Package Scene", true)] |
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{ |
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#ifndef UNITY_GRAPHFUNCTIONS_HD_INCLUDED |
|||
#define UNITY_GRAPHFUNCTIONS_HD_INCLUDED |
|||
|
|||
#define SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv) shadergraph_HDSampleSceneDepth(uv); |
|||
|
|||
float shadergraph_HDSampleSceneDepth(float2 uv) |
|||
{ |
|||
#if defined(REQUIRE_DEPTH_TEXTURE) |
|||
float rawDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, uv); |
|||
return Linear01Depth(rawDepth, _ZBufferParams); |
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#endif |
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return 0; |
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} |
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|
|||
// Always include Shader Graph version |
|||
// Always include last to avoid double macros |
|||
#include "ShaderGraphLibrary/Functions.hlsl" |
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|
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#endif // UNITY_GRAPHFUNCTIONS_HD_INCLUDED |
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#ifndef UNITY_GRAPHFUNCTIONS_LW_INCLUDED |
|||
#define UNITY_GRAPHFUNCTIONS_LW_INCLUDED |
|||
|
|||
#define SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv) shadergraph_LWSampleSceneDepth(uv); |
|||
#define SHADERGRAPH_SAMPLE_SCENE_COLOR(uv) shadergraph_LWSampleSceneColor(uv); |
|||
|
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#if defined(REQUIRE_DEPTH_TEXTURE) |
|||
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) |
|||
TEXTURE2D_ARRAY(_CameraDepthTexture); |
|||
#else |
|||
TEXTURE2D(_CameraDepthTexture); |
|||
#endif |
|||
SAMPLER(sampler_CameraDepthTexture); |
|||
#endif // REQUIRE_DEPTH_TEXTURE |
|||
|
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#if defined(REQUIRE_OPAQUE_TEXTURE) |
|||
TEXTURE2D(_CameraOpaqueTexture); |
|||
SAMPLER(sampler_CameraOpaqueTexture); |
|||
#endif // REQUIRE_OPAQUE_TEXTURE |
|||
|
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float shadergraph_LWSampleSceneDepth(float2 uv) |
|||
{ |
|||
#if defined(REQUIRE_DEPTH_TEXTURE) |
|||
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) |
|||
float rawDepth = SAMPLE_TEXTURE2D_ARRAY(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoord.xy, unity_StereoEyeIndex).r; |
|||
#else |
|||
float rawDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, uv); |
|||
#endif |
|||
return Linear01Depth(rawDepth, _ZBufferParams); |
|||
#endif // REQUIRE_DEPTH_TEXTURE |
|||
return 0; |
|||
} |
|||
|
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float3 shadergraph_LWSampleSceneColor(float2 uv) |
|||
{ |
|||
#if defined(REQUIRE_OPAQUE_TEXTURE) |
|||
return SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv); |
|||
#endif |
|||
return 0; |
|||
} |
|||
|
|||
// Always include Shader Graph version |
|||
// Always include last to avoid double macros |
|||
#include "ShaderGraphLibrary/Functions.hlsl" |
|||
|
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#endif // UNITY_GRAPHFUNCTIONS_LW_INCLUDED |
|
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|
|||
using UnityEditor.Graphing; |
|||
|
|||
namespace UnityEditor.ShaderGraph |
|||
{ |
|||
public interface IMayRequireCameraOpaqueTexture |
|||
{ |
|||
bool RequiresCameraOpaqueTexture(ShaderStageCapability stageCapability = ShaderStageCapability.All); |
|||
} |
|||
|
|||
public static class MayRequireCameraOpaqueTextureExtensions |
|||
{ |
|||
public static bool RequiresCameraOpaqueTexture(this ISlot slot) |
|||
{ |
|||
var mayRequireCameraOpaqueTexture = slot as IMayRequireCameraOpaqueTexture; |
|||
return mayRequireCameraOpaqueTexture != null && mayRequireCameraOpaqueTexture.RequiresCameraOpaqueTexture(); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 93fdbd040dca943cbbd42c33416450a6 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using UnityEditor.Graphing; |
|||
|
|||
namespace UnityEditor.ShaderGraph |
|||
{ |
|||
public interface IMayRequireDepthTexture |
|||
{ |
|||
bool RequiresDepthTexture(ShaderStageCapability stageCapability = ShaderStageCapability.All); |
|||
} |
|||
|
|||
public static class MayRequireDepthTextureExtensions |
|||
{ |
|||
public static bool RequiresDepthTexture(this ISlot slot) |
|||
{ |
|||
var mayRequireDepthTexture = slot as IMayRequireDepthTexture; |
|||
return mayRequireDepthTexture != null && mayRequireDepthTexture.RequiresDepthTexture(); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 6f00cea5e23a84b5bbe1ac581ebfc64e |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Reflection; |
|||
using UnityEngine; |
|||
|
|||
namespace UnityEditor.ShaderGraph |
|||
{ |
|||
[Title("Input", "Scene", "Scene Color")] |
|||
public sealed class SceneColorNode : CodeFunctionNode, IMayRequireCameraOpaqueTexture |
|||
{ |
|||
const string kScreenPositionSlotName = "UV"; |
|||
const string kOutputSlotName = "Out"; |
|||
|
|||
public const int ScreenPositionSlotId = 0; |
|||
public const int OutputSlotId = 1; |
|||
|
|||
public SceneColorNode() |
|||
{ |
|||
name = "Scene Color"; |
|||
UpdateNodeAfterDeserialization(); |
|||
} |
|||
|
|||
public override bool hasPreview { get { return false; } } |
|||
|
|||
public override string documentationURL |
|||
{ |
|||
get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Scene-Color-Node"; } |
|||
} |
|||
|
|||
protected override MethodInfo GetFunctionToConvert() |
|||
{ |
|||
return GetType().GetMethod("Unity_SceneColor", BindingFlags.Static | BindingFlags.NonPublic); |
|||
} |
|||
|
|||
static string Unity_SceneColor( |
|||
[Slot(0, Binding.ScreenPosition)] Vector3 UV, |
|||
[Slot(1, Binding.None, ShaderStageCapability.Fragment)] out Vector3 Out) |
|||
{ |
|||
Out = Vector3.one; |
|||
return |
|||
@"
|
|||
{ |
|||
Out = SHADERGRAPH_SAMPLE_SCENE_COLOR(UV); |
|||
} |
|||
";
|
|||
} |
|||
|
|||
public bool RequiresCameraOpaqueTexture(ShaderStageCapability stageCapability) |
|||
{ |
|||
return true; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: c4ba33edde21e400685cf0fb5c8f2551 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
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