Remy
7 年前
当前提交
9aa10739
共有 23 个文件被更改,包括 1837 次插入 和 1 次删除
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView.meta
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1001Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3001_DebugView.unity
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7Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3001_DebugView.unity.meta
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3002_MotionVectors.meta
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25Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3002_MotionVectors/GBufferOutput.cs
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11Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3002_MotionVectors/GBufferOutput.cs.meta
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61Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3002_MotionVectors/GBufferOutput.shader
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9Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3002_MotionVectors/GBufferOutput.shader.meta
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33Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3002_MotionVectors/MotionVectorDebug.asset
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3002_MotionVectors/MotionVectorDebug.asset.meta
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340Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3002_MotionVectors/MotionVectorTest.unity
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7Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3002_MotionVectors/MotionVectorTest.unity.meta
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204Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3002_MotionVectors/Motion_Right.mat
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3002_MotionVectors/Motion_Right.mat.meta
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23Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3002_MotionVectors/SinMove.cs
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11Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3002_MotionVectors/SinMove.cs.meta
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31Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3002_MotionVectors/TimeStep.cs
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11Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3002_MotionVectors/TimeStep.cs.meta
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18Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/DebugViewController.cs
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11Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/DebugViewController.cs.meta
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1001
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3001_DebugView.unity
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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using System; |
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using UnityEngine.Rendering.PostProcessing; |
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[Serializable] |
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[PostProcess(typeof(GBufferOutputRenderer), PostProcessEvent.AfterStack, "HDRP/HDTest/GBufferOutput")] |
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public class GBufferOutput : PostProcessEffectSettings |
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{ |
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[Range(0,7)] |
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public IntParameter gBufferIndex = new IntParameter(); |
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} |
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public sealed class GBufferOutputRenderer : PostProcessEffectRenderer<GBufferOutput> |
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{ |
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public override void Render(PostProcessRenderContext context) |
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{ |
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var sheet = context.propertySheets.Get(Shader.Find("Hidden/HDRP/HDTest/GBufferOutput")); |
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sheet.properties.SetFloat(Shader.PropertyToID("_BufferIndex"), settings.gBufferIndex); |
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context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0); |
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} |
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} |
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Shader "Hidden/HDRP/HDTest/GBufferOutput" |
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{ |
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HLSLINCLUDE |
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#include "../../../../../../PostProcessing/PostProcessing/Shaders/StdLib.hlsl" |
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TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); |
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float _BufferIndex; |
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sampler2D _GBufferTexture0; |
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sampler2D _GBufferTexture1; |
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sampler2D _GBufferTexture2; |
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sampler2D _GBufferTexture3; |
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sampler2D _GBufferTexture4; |
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sampler2D _GBufferTexture5; |
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sampler2D _GBufferTexture6; |
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sampler2D _GBufferTexture7; |
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TEXTURE2D_SAMPLER2D(_CameraMotionVectorsTexture, sampler_CameraMotionVectorsTexture); |
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float4 Frag(VaryingsDefault i) : SV_Target |
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{ |
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float4 color = float4(0,0,0,0); |
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/* |
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if (_BufferIndex == 0) tex2D(_GBufferTexture0, i.texcoord); |
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if (_BufferIndex == 1) tex2D(_GBufferTexture1, i.texcoord); |
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if (_BufferIndex == 2) tex2D(_GBufferTexture2, i.texcoord); |
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if (_BufferIndex == 3) tex2D(_GBufferTexture3, i.texcoord); |
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if (_BufferIndex == 4) tex2D(_GBufferTexture4, i.texcoord); |
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if (_BufferIndex == 5) tex2D(_GBufferTexture5, i.texcoord); |
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if (_BufferIndex == 6) tex2D(_GBufferTexture6, i.texcoord); |
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if (_BufferIndex == 7) tex2D(_GBufferTexture7, i.texcoord); |
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*/ |
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color = SAMPLE_TEXTURE2D(_CameraMotionVectorsTexture, sampler_CameraMotionVectorsTexture, i.texcoord); |
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float luminance = dot(color.rgb, float3(0.2126729, 0.7151522, 0.0721750)); |
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//color.rgb = lerp(color.rgb, luminance.xxx, _Blend.xxx); |
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color.rgb = luminance; |
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return color; |
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} |
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ENDHLSL |
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SubShader |
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Cull Off ZWrite Off ZTest Always |
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Pass |
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HLSLPROGRAM |
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#pragma vertex VertDefault |
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#pragma fragment Frag |
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ENDHLSL |
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} |
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} |
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|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class SinMove : MonoBehaviour |
|||
{ |
|||
[SerializeField] Vector3 vector = Vector3.right; |
|||
[SerializeField] float frequency = 1f; |
|||
|
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Vector3 startPosition = Vector3.zero; |
|||
|
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// Use this for initialization
|
|||
void Start () |
|||
{ |
|||
startPosition = transform.position; |
|||
} |
|||
|
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// Update is called once per frame
|
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void Update () |
|||
{ |
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transform.position = startPosition + Mathf.Sin(Mathf.PI * Time.time * frequency) * vector; |
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} |
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} |
|
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fileFormatVersion: 2 |
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guid: c413a5df32c4fec4eb320c4465678193 |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.Experimental.Rendering.HDPipeline; |
|||
using UnityEngine.Experimental.Rendering; |
|||
|
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public class TimeStep : MonoBehaviour |
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{ |
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[SerializeField] bool atUpdate = false; |
|||
[SerializeField] int forcedFramesPerSecond = 60; |
|||
[SerializeField] FullScreenDebugMode fullScreenDebugMode = FullScreenDebugMode.None; |
|||
|
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// Use this for initialization
|
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IEnumerator Start() |
|||
{ |
|||
// force to wait for end of frame to allow the renderpipeline to be reset
|
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yield return new WaitForEndOfFrame(); |
|||
|
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if (!atUpdate) |
|||
DoTheThing(); |
|||
} |
|||
|
|||
[ContextMenu("Do The Thing !")] |
|||
void DoTheThing() |
|||
{ |
|||
Time.captureFramerate = forcedFramesPerSecond; |
|||
|
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HDRenderPipeline hdPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline; |
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hdPipeline.debugDisplaySettings.fullScreenDebugMode = fullScreenDebugMode; |
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} |
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} |
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fileFormatVersion: 2 |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEditor; |
|||
using UnityEngine.Experimental.Rendering; |
|||
|
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public class DebugViewController : MonoBehaviour |
|||
{ |
|||
[ContextMenu("Do something")] |
|||
public void DoSomething() |
|||
{ |
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DebugMenuEditor debugMenuWindow = EditorWindow.GetWindow<DebugMenuEditor>(); |
|||
|
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DebugMenuManager debugMenuManager = DebugMenuManager.instance; |
|||
|
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//debugMenuManager.SetDebugMenuState(DebugMenuState.)
|
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} |
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} |
|
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fileFormatVersion: 2 |
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userData: |
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