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Lw/fix standardunlitshader (#1885)

*  Fixed Unlit GI

* Added test for standard unlit shader

*  Added release notes

* Add gizmo drawing into LWRP game view

*  Add test script to scene

*  updated release notes

*  added test 053 to test list.

*  Added test images.
/main
GitHub 6 年前
当前提交
965758f6
共有 22 个文件被更改,包括 2549 次插入5 次删除
  1. 3
      TestProjects/LWGraphicsTest/ProjectSettings/EditorBuildSettings.asset
  2. 5
      com.unity.render-pipelines.lightweight/CHANGELOG.md
  3. 12
      com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGUI/LightweightShaderGUI.cs
  4. 4
      com.unity.render-pipelines.lightweight/LWRP/LightweightPipeline.cs
  5. 23
      com.unity.render-pipelines.lightweight/LWRP/Shaders/LightweightStandardUnlit.shader
  6. 16
      com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/LightweightPassMetaUnlit.hlsl
  7. 9
      com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/LightweightPassMetaUnlit.hlsl.meta
  8. 527
      com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/OSXEditor/Metal/053_UnlitShader.png
  9. 88
      com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/OSXEditor/Metal/053_UnlitShader.png.meta
  10. 471
      com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/WindowsEditor/Direct3D11/053_UnlitShader.png
  11. 88
      com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/WindowsEditor/Direct3D11/053_UnlitShader.png.meta
  12. 8
      com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader.meta
  13. 1001
      com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader.unity
  14. 9
      com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader.unity.meta
  15. 3
      com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader/.gitignore
  16. 88
      com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader/unlit shader red GI.mat
  17. 8
      com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader/unlit shader red GI.mat.meta
  18. 88
      com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader/unlit shader red no GI.mat
  19. 8
      com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader/unlit shader red no GI.mat.meta
  20. 87
      com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader/unlit shader white GI.mat
  21. 8
      com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader/unlit shader white GI.mat.meta

3
TestProjects/LWGraphicsTest/ProjectSettings/EditorBuildSettings.asset


- enabled: 0
path: Packages/com.unity.testing.srp.lightweight/Tests/Scenes/052_LWCallbacks.unity
guid: 58d22e8497ba91141b3ae7abd7b0bb41
- enabled: 1
path: Packages/com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader.unity
guid: a28e1d48e6e3c0e42a4050ab4e770bf8
m_configObjects: {}

5
com.unity.render-pipelines.lightweight/CHANGELOG.md


and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
## [3.4.0-preview]
### Added
- When you have enabled Gizmos, they now appear correctly in the Game view.
### Fixed
- The Unlit shader now samples Global Illumination correctly.
- The Inspector window for the Unlit shader now displays correctly.
## [3.3.0-preview]
### Added

12
com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGUI/LightweightShaderGUI.cs


if (alphaClipProp.floatValue == 1)
m_MaterialEditor.ShaderProperty(alphaCutoffProp, Styles.alphaClipThresholdText, MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1);
EditorGUI.BeginChangeCheck();
bool receiveShadows = EditorGUILayout.Toggle(Styles.receiveShadowText, receiveShadowsProp.floatValue == 1.0f);
if (EditorGUI.EndChangeCheck())
receiveShadowsProp.floatValue = receiveShadows ? 1.0f : 0.0f;
if (receiveShadowsProp != null)
{
EditorGUI.BeginChangeCheck();
bool receiveShadows =
EditorGUILayout.Toggle(Styles.receiveShadowText, receiveShadowsProp.floatValue == 1.0f);
if (EditorGUI.EndChangeCheck())
receiveShadowsProp.floatValue = receiveShadows ? 1.0f : 0.0f;
}
EditorGUILayout.Space();
}

4
com.unity.render-pipelines.lightweight/LWRP/LightweightPipeline.cs


using System;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.Experimental.Rendering.LightweightPipeline;
#endif
using UnityEngine.Rendering;

context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
context.Submit();
#if UNITY_EDITOR
Handles.DrawGizmos(camera);
#endif
}
}

23
com.unity.render-pipelines.lightweight/LWRP/Shaders/LightweightStandardUnlit.shader


#else
half3 normalWS = normalize(IN.normal);
#endif
color += SAMPLE_GI(IN.lightmapUV, IN.vertexSH, normalWS);
color *= SAMPLE_GI(IN.lightmapUV, IN.vertexSH, normalWS);
#endif
ApplyFog(color, IN.uv0AndFogCoord.z);

#include "LWRP/ShaderLibrary/InputSurfaceUnlit.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl"
ENDHLSL
}
// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Name "Meta"
Tags{"LightMode" = "Meta"}
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex LightweightVertexMeta
#pragma fragment LightweightFragmentMetaUnlit
#include "LWRP/ShaderLibrary/InputSurfaceUnlit.hlsl"
#include "LWRP/ShaderLibrary/LightweightPassMetaUnlit.hlsl"
ENDHLSL
}
}

16
com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/LightweightPassMetaUnlit.hlsl


#ifndef LIGHTWEIGHT_PASS_META_SIMPLE_INCLUDED
#define LIGHTWEIGHT_PASS_META_SIMPLE_INCLUDED
#include "LightweightPassMetaCommon.hlsl"
half4 LightweightFragmentMetaUnlit(MetaVertexOuput i) : SV_Target
{
float2 uv = i.uv;
MetaInput o = (MetaInput)0;
o.Albedo = _Color.rgb * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv).rgb;
return MetaFragment(o);
}
#endif // LIGHTWEIGHT_PASS_META_SIMPLE_INCLUDED

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88
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com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader.unity
文件差异内容过多而无法显示
查看文件

9
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com.unity.testing.srp.lightweight/Tests/Scenes/053_UnlitShader/.gitignore


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88
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