Julien Ignace
8 年前
当前提交
9b94966f
共有 35 个文件被更改,包括 1962 次插入 和 529 次删除
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61Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
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6Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/Resources/Deferred.shader
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26Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePass.cs
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12Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePassLoop.hlsl
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1Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute
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1Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/lightlistbuild-clustered.compute
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1Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/lightlistbuild.compute
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1Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/scrbound.compute
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4Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/ShaderBase.hlsl
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228Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.cs
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510Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Editor/LitUI.cs
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397Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl
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15Assets/ScriptableRenderLoop/HDRenderLoop/Utilities.cs
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2Assets/ScriptableRenderLoop/ShaderLibrary/API/D3D11.hlsl
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96Assets/ScriptableRenderLoop/ShaderLibrary/AreaLighting.hlsl
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8Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl
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17Assets/ScriptableRenderLoop/ShaderLibrary/CommonLighting.hlsl
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3ProjectSettings/ProjectSettings.asset
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5Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.hlsl
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9Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.hlsl.meta
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50Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePassLoop.hlsl
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9Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePassLoop.hlsl.meta
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162Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_D_a00_s00.mat
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8Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_D_a00_s00.mat.meta
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162Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_D_a00_s02.mat
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8Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_D_a00_s02.mat.meta
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162Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_D_a00_s04.mat
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8Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_D_a00_s04.mat.meta
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162Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_D_a00_s06.mat
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8Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_D_a00_s06.mat.meta
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162Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_D_a00_s08.mat
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8Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_D_a00_s08.mat.meta
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162Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_D_a00_s10.mat
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8Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test/GGX_D_a00_s10.mat.meta
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9Assets/ScriptableRenderLoop/HDRenderLoop/Shaders.meta
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// uses the optimized single layered light list for opaques only |
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#ifdef USE_FPTL_LIGHTLIST |
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#define OPAQUES_ONLY |
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#endif |
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//----------------------------------------------------------------------------- |
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// LightLoop |
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// ---------------------------------------------------------------------------- |
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// bakeDiffuseLighting is part of the prototype so a user is able to implement a "base pass" with GI and multipass direct light (aka old unity rendering path) |
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void LightLoop(float3 V, float3 positionWS, PreLightData prelightData, BSDFData bsdfData, float3 bakeDiffuseLighting, |
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out float3 diffuseLighting, |
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out float3 specularLighting) |
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{ |
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LightLoopContext context; |
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ZERO_INITIALIZE(LightLoopContext, context); |
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diffuseLighting = float3(0.0, 0.0, 0.0); |
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specularLighting = float3(0.0, 0.0, 0.0); |
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int i = 0; // Declare once to avoid the D3D11 compiler warning. |
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for (i = 0; i < _DirectionalLightCount; ++i) |
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{ |
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float3 localDiffuseLighting, localSpecularLighting; |
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EvaluateBSDF_Directional(context, V, positionWS, prelightData, _DirectionalLightList[i], bsdfData, |
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localDiffuseLighting, localSpecularLighting); |
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diffuseLighting += localDiffuseLighting; |
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specularLighting += localSpecularLighting; |
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} |
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for (i = 0; i < _PunctualLightCount; ++i) |
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{ |
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float3 localDiffuseLighting, localSpecularLighting; |
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EvaluateBSDF_Punctual(context, V, positionWS, prelightData, _PunctualLightList[i], bsdfData, |
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localDiffuseLighting, localSpecularLighting); |
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diffuseLighting += localDiffuseLighting; |
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specularLighting += localSpecularLighting; |
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} |
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for (i = 0; i < _AreaLightCount; ++i) |
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{ |
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float3 localDiffuseLighting, localSpecularLighting; |
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EvaluateBSDF_Area(context, V, positionWS, prelightData, _AreaLightList[i], bsdfData, |
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localDiffuseLighting, localSpecularLighting); |
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diffuseLighting += localDiffuseLighting; |
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specularLighting += localSpecularLighting; |
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} |
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} |
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