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Merge branch 'LightweightPipeline'
Merge branch 'LightweightPipeline'
# Conflicts: # Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/StandardBlinnPhongShader/LightweightLights.unity/main
当前提交
9c00a86c
共有 94 个文件被更改,包括 9286 次插入 和 2542 次删除
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5Assets/ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightAssetInspector.cs
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192Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs
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2Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset
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7Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.cs
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72Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipeline.shader
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151Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineCore.cginc
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6Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineShadows.cginc
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190Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/MultiplePointLights.unity
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999ImageTemplates/LightweightPipeline/Scenes/MultiplePointLights.unity.png
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1001Assets/SampleScenes/LightweightPipeline/LightweightBasicScene.unity
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58Assets/ScriptableRenderPipeline/LightweightPipeline/Editor/GenerateTextures.cs
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13Assets/ScriptableRenderPipeline/LightweightPipeline/Editor/GenerateTextures.cs.meta
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89Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-StandardShader.mat
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10Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-StandardShader.mat.meta
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31Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineBRDF.cginc
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9Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineBRDF.cginc.meta
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152Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineInput.cginc
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9Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineInput.cginc.meta
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101Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineLighting.cginc
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9Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPipelineLighting.cginc.meta
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238Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardShader.shader
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10Assets/ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardShader.shader.meta
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10Assets/ScriptableRenderPipeline/LightweightPipeline/Textures.meta
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR.meta
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/StandardBlinnPhongShader.meta
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/StandardPBRShader.meta
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3Assets/ScriptableRenderPipeline/LightweightPipeline/Textures/LightweightLightAttenuation.png
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117Assets/ScriptableRenderPipeline/LightweightPipeline/Textures/LightweightLightAttenuation.png.meta
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89Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 1.mat
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 1.mat.meta
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89Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 10.mat
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 10.mat.meta
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89Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 11.mat
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 11.mat.meta
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89Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 12.mat
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 12.mat.meta
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89Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 13.mat
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 13.mat.meta
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89Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 14.mat
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 14.mat.meta
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89Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 15.mat
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 15.mat.meta
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89Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 16.mat
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 16.mat.meta
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89Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 17.mat
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 17.mat.meta
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89Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 18.mat
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 18.mat.meta
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89Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 19.mat
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 19.mat.meta
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89Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 2.mat
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 2.mat.meta
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89Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 20.mat
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 20.mat.meta
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89Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 21.mat
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 21.mat.meta
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89Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 3.mat
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 3.mat.meta
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89Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 4.mat
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 4.mat.meta
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89Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 5.mat
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 5.mat.meta
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89Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 6.mat
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 6.mat.meta
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89Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 7.mat
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 7.mat.meta
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89Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 8.mat
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 8.mat.meta
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89Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 9.mat
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere 9.mat.meta
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89Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere.mat
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/PBRSphere.mat.meta
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10Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/Sky.mat.meta
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86Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Materials/PBR/Sky.mat
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1001Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/StandardBlinnPhongShader/LightweightLights.unity
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8Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/StandardBlinnPhongShader/LightweightLights.unity.meta
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9Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/StandardPBRShader/EnvironmentBRDF_Spheres.unity.meta
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1001Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/StandardPBRShader/EnvironmentBRDF_Spheres.unity
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1001ImageTemplates/LightweightPipeline/Scenes/Shaders/StandardBlinnPhongShader/LightweightLights.unity.png
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1001ImageTemplates/LightweightPipeline/Scenes/Shaders/StandardPBRShader/EnvironmentBRDF_Spheres.unity.png
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9Assets/SampleScenes/LightweightPipeline/LDRenderPipelineVikingVillage.meta
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8Assets/SampleScenes/LightweightPipeline/LDRenderPipelineVikingVillage.unity.meta
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1001Assets/SampleScenes/LightweightPipeline/LDRenderPipelineVikingVillage.unity
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1001Assets/SampleScenes/LightweightPipeline/LDRenderPipelineBasicScene.unity
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0/Assets/SampleScenes/LightweightPipeline/LightweightBasicScene
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0/Assets/SampleScenes/LightweightPipeline/LightweightBasicScene.unity.meta
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0/Assets/SampleScenes/LightweightPipeline/LightweightBasicScene.meta
999
ImageTemplates/LightweightPipeline/Scenes/MultiplePointLights.unity.png
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1001
Assets/SampleScenes/LightweightPipeline/LightweightBasicScene.unity
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using System.IO; |
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using UnityEngine; |
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using UnityEditor; |
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public class GenerateTextures : MonoBehaviour |
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{ |
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private static readonly int kTextureSize = 1024; |
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private static readonly float kQuadraticFac = 25.0f; |
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private static readonly float kToZeroFadeStart = 0.8f * 0.8f; |
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private static readonly string kSavePath = "Assets/ScriptableRenderPipeline/LightweightPipeline/Textures/LightweightLightAttenuation.png"; |
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[MenuItem("RenderPipeline/LightweightPipeline/GenerateLightFalloffTexture")] |
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public static void GenerateLightFalloffTexture() |
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{ |
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Texture2D tex = new Texture2D(kTextureSize, 4, TextureFormat.Alpha8, false, true); |
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tex.wrapMode = TextureWrapMode.Clamp; |
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|
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byte[] bytes = new byte[kTextureSize * 4]; |
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for (int x = 0; x < kTextureSize; ++x) |
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{ |
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float sqrRange = (float) x/(float) kTextureSize; |
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byte atten = LightAttenuationNormalized(sqrRange); |
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bytes[x] = atten; |
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bytes[x + kTextureSize] = atten; |
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bytes[x + kTextureSize * 2] = atten; |
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bytes[x + kTextureSize * 3] = atten; |
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} |
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tex.LoadRawTextureData(bytes); |
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tex.Apply(false); |
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SaveTexture(tex); |
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} |
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public static void SaveTexture(Texture2D tex) |
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{ |
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byte[] bytes = tex.EncodeToPNG(); |
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File.WriteAllBytes(kSavePath, bytes); |
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} |
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public static byte LightAttenuationNormalized(float distSqr) |
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{ |
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// 1 / 1.0 + quadAtten * distSqr attenuation function
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float atten = 1.0f / (1.0f + CalculateLightQuadFac(1.0f) * distSqr); |
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// however the above does not falloff to zero at light range.
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// Start fading from ktoZeroFadeStart to light range
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float fadeMultiplier = Mathf.Clamp01((distSqr - 1.0f) / (kToZeroFadeStart - 1.0f)); |
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atten *= fadeMultiplier; |
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//return atten;
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return (byte)Mathf.RoundToInt(atten * (float)byte.MaxValue); |
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} |
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public static float CalculateLightQuadFac(float range) |
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{ |
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return kQuadraticFac / (range * range); |
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} |
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} |
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fileFormatVersion: 2 |
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guid: dd9e613bcee552646a17f8b54e3519de |
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timeCreated: 1503914974 |
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licenseType: Pro |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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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: |
|
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%YAML 1.1 |
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%TAG !u! tag:unity3d.com,2011: |
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--- !u!21 &2100000 |
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Material: |
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serializedVersion: 6 |
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m_ObjectHideFlags: 0 |
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m_PrefabParentObject: {fileID: 0} |
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m_PrefabInternal: {fileID: 0} |
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m_Name: Lightweight-StandardShader |
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m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3} |
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m_ShaderKeywords: _SPECULAR_COLOR |
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m_LightmapFlags: 4 |
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m_EnableInstancingVariants: 0 |
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m_DoubleSidedGI: 0 |
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m_CustomRenderQueue: -1 |
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stringTagMap: {} |
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disabledShaderPasses: [] |
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m_SavedProperties: |
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serializedVersion: 3 |
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m_TexEnvs: |
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- _BumpMap: |
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m_Texture: {fileID: 0} |
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m_Scale: {x: 1, y: 1} |
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m_Offset: {x: 0, y: 0} |
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- _Cube: |
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m_Texture: {fileID: 0} |
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m_Scale: {x: 1, y: 1} |
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m_Offset: {x: 0, y: 0} |
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- _DetailAlbedoMap: |
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m_Texture: {fileID: 0} |
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m_Scale: {x: 1, y: 1} |
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m_Offset: {x: 0, y: 0} |
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- _DetailMask: |
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m_Texture: {fileID: 0} |
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m_Scale: {x: 1, y: 1} |
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m_Offset: {x: 0, y: 0} |
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- _DetailNormalMap: |
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m_Texture: {fileID: 0} |
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m_Scale: {x: 1, y: 1} |
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m_Offset: {x: 0, y: 0} |
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- _EmissionMap: |
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m_Texture: {fileID: 0} |
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m_Scale: {x: 1, y: 1} |
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m_Offset: {x: 0, y: 0} |
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- _MainTex: |
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m_Texture: {fileID: 0} |
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m_Scale: {x: 1, y: 1} |
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m_Offset: {x: 0, y: 0} |
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- _MetallicGlossMap: |
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m_Texture: {fileID: 0} |
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m_Scale: {x: 1, y: 1} |
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m_Offset: {x: 0, y: 0} |
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- _OcclusionMap: |
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m_Texture: {fileID: 0} |
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m_Scale: {x: 1, y: 1} |
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m_Offset: {x: 0, y: 0} |
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- _ParallaxMap: |
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m_Texture: {fileID: 0} |
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m_Scale: {x: 1, y: 1} |
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m_Offset: {x: 0, y: 0} |
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- _SpecGlossMap: |
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m_Texture: {fileID: 0} |
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m_Scale: {x: 1, y: 1} |
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m_Offset: {x: 0, y: 0} |
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m_Floats: |
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- _BumpScale: 1 |
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- _Cutoff: 0.5 |
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- _DetailNormalMapScale: 1 |
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- _DstBlend: 0 |
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- _GlossMapScale: 1 |
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- _Glossiness: 1 |
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- _GlossinessSource: 0 |
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- _GlossyReflections: 1 |
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- _Metallic: 0 |
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- _Mode: 0 |
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- _OcclusionStrength: 1 |
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- _Parallax: 0.02 |
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- _ReflectionSource: 0 |
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- _Shininess: 1 |
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- _SmoothnessTextureChannel: 0 |
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- _SpecSource: 0 |
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- _SpecularHighlights: 1 |
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- _SrcBlend: 1 |
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- _UVSec: 0 |
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- _ZWrite: 1 |
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m_Colors: |
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- _Color: {r: 1, g: 1, b: 1, a: 1} |
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} |
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- _SpecColor: {r: 1, g: 1, b: 1, a: 1} |
|
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fileFormatVersion: 2 |
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guid: 31321ba15b8f8eb4c954353edc038b1d |
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timeCreated: 1503473114 |
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licenseType: Pro |
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NativeFormatImporter: |
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externalObjects: {} |
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mainObjectFileID: 2100000 |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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#ifndef LIGHTWEIGHT_BRDF_INCLUDED |
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#define LIGHTWEIGHT_BRDF_INCLUDED |
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half MetallicSetup_Reflectivity() |
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{ |
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return 1.0h - OneMinusReflectivityFromMetallic(_Metallic); |
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} |
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//sampler2D unity_NHxRoughness; |
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half3 LightweightBRDFDirect(half3 diffColor, half3 specColor, half smoothness, half RdotL) |
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{ |
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#if SPECULAR_HIGHLIGHTS |
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half RdotLPow4 = Pow4(RdotL); |
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half LUT_RANGE = 16.0; // must match range in NHxRoughness() function in GeneratedTextures.cpp |
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// Lookup texture to save instructions |
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half perceptualRoughness = 1.0 - smoothness; |
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half specular = tex2D(unity_NHxRoughness, half2(RdotLPow4, perceptualRoughness)).UNITY_ATTEN_CHANNEL * LUT_RANGE; |
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return diffColor + specular * specColor; |
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#else |
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return diffColor; |
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#endif |
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} |
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half3 LightweightBRDFIndirect(half3 diffColor, half3 specColor, UnityIndirect indirect, half grazingTerm, half fresnelTerm) |
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{ |
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half3 c = indirect.diffuse * diffColor; |
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c += indirect.specular * lerp(specColor, grazingTerm, fresnelTerm); |
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return c; |
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} |
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|
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#endif |
|
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fileFormatVersion: 2 |
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guid: 3fabaacd5d91c384fbef81b95e495816 |
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timeCreated: 1488965025 |
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licenseType: Pro |
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ShaderImporter: |
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defaultTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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#ifndef LIGHTWEIGHT_INPUT_INCLUDED |
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#define LIGHTWEIGHT_INPUT_INCLUDED |
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#define MAX_VISIBLE_LIGHTS 16 |
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// Main light initialized without indexing |
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#define INITIALIZE_MAIN_LIGHT(light) \ |
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light.pos = _LightPosition; \ |
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light.color = _LightColor; \ |
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light.atten = _LightAttenuationParams; \ |
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light.spotDir = _LightSpotDir; |
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// Indexing might have a performance hit for old mobile hardware |
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#define INITIALIZE_LIGHT(light, lightIndex) \ |
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light.pos = globalLightPos[lightIndex]; \ |
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light.color = globalLightColor[lightIndex]; \ |
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light.atten = globalLightAtten[lightIndex]; \ |
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light.spotDir = globalLightSpotDir[lightIndex] |
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#if !(defined(_SINGLE_DIRECTIONAL_LIGHT) || defined(_SINGLE_SPOT_LIGHT) || defined(_SINGLE_POINT_LIGHT)) |
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#define _MULTIPLE_LIGHTS |
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#endif |
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#if defined(UNITY_COLORSPACE_GAMMA) && defined(LIGHTWEIGHT_LINEAR) |
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// Ideally we want an approximation of gamma curve 2.0 to save ALU on GPU but as off now it won't match the GammaToLinear conversion of props in engine |
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//#define LIGHTWEIGHT_GAMMA_TO_LINEAR(gammaColor) gammaColor * gammaColor |
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//#define LIGHTWEIGHT_LINEAR_TO_GAMMA(linColor) sqrt(color) |
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#define LIGHTWEIGHT_GAMMA_TO_LINEAR(sRGB) sRGB * (sRGB * (sRGB * 0.305306011h + 0.682171111h) + 0.012522878h) |
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#define LIGHTWEIGHT_LINEAR_TO_GAMMA(linRGB) max(1.055h * pow(max(linRGB, 0.h), 0.416666667h) - 0.055h, 0.h) |
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#else |
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#define LIGHTWEIGHT_GAMMA_TO_LINEAR(color) color |
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#define LIGHTWEIGHT_LINEAR_TO_GAMMA(color) color |
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#endif |
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|
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struct LightInput |
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{ |
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float4 pos; |
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half4 color; |
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float4 atten; |
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half4 spotDir; |
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}; |
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sampler2D _AttenuationTexture; |
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|
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// Per object light list data |
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#ifdef _MULTIPLE_LIGHTS |
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half4 unity_LightIndicesOffsetAndCount; |
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half4 unity_4LightIndices0; |
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|
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// The variables are very similar to built-in unity_LightColor, unity_LightPosition, |
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// unity_LightAtten, unity_SpotDirection as used by the VertexLit shaders, except here |
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// we use world space positions instead of view space. |
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half4 globalLightCount; |
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half4 globalLightColor[MAX_VISIBLE_LIGHTS]; |
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float4 globalLightPos[MAX_VISIBLE_LIGHTS]; |
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half4 globalLightSpotDir[MAX_VISIBLE_LIGHTS]; |
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float4 globalLightAtten[MAX_VISIBLE_LIGHTS]; |
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#else |
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float4 _LightPosition; |
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half4 _LightColor; |
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float4 _LightAttenuationParams; |
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half4 _LightSpotDir; |
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#endif |
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half _Shininess; |
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samplerCUBE _Cube; |
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half4 _ReflectColor; |
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struct LightweightVertexInput |
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{ |
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float4 vertex : POSITION; |
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float3 normal : NORMAL; |
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float4 tangent : TANGENT; |
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float2 texcoord : TEXCOORD0; |
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float2 lightmapUV : TEXCOORD1; |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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}; |
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|
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struct LightweightVertexOutput |
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{ |
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float4 uv01 : TEXCOORD0; // uv01.xy: uv0, uv01.zw: uv1 |
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float4 posWS : TEXCOORD1; |
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#if _NORMALMAP |
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half3 tangentToWorld0 : TEXCOORD2; // tangentToWorld matrix |
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half3 tangentToWorld1 : TEXCOORD3; // tangentToWorld matrix |
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half3 tangentToWorld2 : TEXCOORD4; // tangentToWorld matrix |
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#else |
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half3 normal : TEXCOORD2; |
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#endif |
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half4 viewDir : TEXCOORD5; // xyz: viewDir |
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half4 fogCoord : TEXCOORD6; // x: fogCoord, yzw: vertexColor |
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float4 hpos : SV_POSITION; |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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|
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inline void NormalMap(LightweightVertexOutput i, out half3 normal) |
|||
{ |
|||
#if _NORMALMAP |
|||
half3 normalmap = UnpackNormal(tex2D(_BumpMap, i.uv01.xy)); |
|||
|
|||
// glsl compiler will generate underperforming code by using a row-major pre multiplication matrix: mul(normalmap, i.tangentToWorld) |
|||
// i.tangetToWorld was initialized as column-major in vs and here dot'ing individual for better performance. |
|||
// The code below is similar to post multiply: mul(i.tangentToWorld, normalmap) |
|||
normal = half3(dot(normalmap, i.tangentToWorld0), dot(normalmap, i.tangentToWorld1), dot(normalmap, i.tangentToWorld2)); |
|||
#else |
|||
normal = normalize(i.normal); |
|||
#endif |
|||
} |
|||
|
|||
inline void SpecularGloss(half2 uv, half alpha, out half4 specularGloss) |
|||
{ |
|||
#ifdef _SPECGLOSSMAP |
|||
specularGloss = tex2D(_SpecGlossMap, uv); |
|||
#if defined(UNITY_COLORSPACE_GAMMA) && defined(LIGHTWEIGHT_LINEAR) |
|||
specularGloss.rgb = LIGHTWEIGHT_GAMMA_TO_LINEAR(specularGloss.rgb); |
|||
#endif |
|||
#elif defined(_SPECGLOSSMAP_BASE_ALPHA) |
|||
specularGloss.rgb = LIGHTWEIGHT_GAMMA_TO_LINEAR(tex2D(_SpecGlossMap, uv).rgb) * _SpecColor.rgb; |
|||
specularGloss.a = alpha; |
|||
#else |
|||
specularGloss = _SpecColor; |
|||
#endif |
|||
} |
|||
|
|||
half2 MetallicGloss(float2 uv, half glossiness) |
|||
{ |
|||
half2 mg; |
|||
|
|||
#ifdef _METALLICGLOSSMAP |
|||
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A |
|||
mg.r = tex2D(_MetallicGlossMap, uv).r; |
|||
mg.g = glossiness; |
|||
#else |
|||
mg = tex2D(_MetallicGlossMap, uv).ra; |
|||
#endif |
|||
mg.g *= _GlossMapScale; |
|||
|
|||
#else // _METALLICGLOSSMAP |
|||
|
|||
mg.r = _Metallic; |
|||
#ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A |
|||
mg.g = glossiness * _GlossMapScale; |
|||
#else |
|||
mg.g = glossiness; |
|||
#endif |
|||
#endif |
|||
|
|||
return mg; |
|||
} |
|||
|
|||
#endif |
|
|||
fileFormatVersion: 2 |
|||
guid: 926949d7f34e3e143a1acbf6270e42e0 |
|||
timeCreated: 1488965025 |
|||
licenseType: Pro |
|||
ShaderImporter: |
|||
defaultTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
#ifndef LIGHTWEIGHT_LIGHTING_INCLUDED |
|||
#define LIGHTWEIGHT_LIGHTING_INCLUDED |
|||
|
|||
UnityIndirect LightweightGI(float2 lightmapUV, half3 ambientColor, half3 reflectVec, half occlusion, half roughness) |
|||
{ |
|||
UnityIndirect o = (UnityIndirect)0; |
|||
#ifdef LIGHTMAP_ON |
|||
o.diffuse = (DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, lightmapUV))); |
|||
#endif |
|||
|
|||
#if defined(_VERTEX_LIGHTS) || defined(_LIGHT_PROBES_ON) |
|||
o.diffuse += ambientColor; |
|||
#endif |
|||
o.diffuse *= occlusion; |
|||
|
|||
// perceptualRoughness |
|||
Unity_GlossyEnvironmentData g; |
|||
g.roughness = roughness; |
|||
g.reflUVW = reflectVec; |
|||
o.specular = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube0_HDR, g) * occlusion; |
|||
|
|||
return o; |
|||
} |
|||
|
|||
inline half ComputeLightAttenuationVertex(LightInput lightInput, half3 normal, float3 worldPos, out half3 lightDirection) |
|||
{ |
|||
float4 attenuationParams = lightInput.atten; |
|||
float3 posToLightVec = lightInput.pos - worldPos; |
|||
float distanceSqr = max(dot(posToLightVec, posToLightVec), 0.001); |
|||
|
|||
//// attenuationParams.z = kQuadFallOff = (25.0) / (lightRange * lightRange) |
|||
//// attenuationParams.w = lightRange * lightRange |
|||
//// TODO: we can precompute 1.0 / (attenuationParams.w * 0.64 - attenuationParams.w) |
|||
//// falloff is computed from 80% light range squared |
|||
float lightAtten = half(1.0 / (1.0 + distanceSqr * attenuationParams.z)); |
|||
|
|||
// normalized light dir |
|||
lightDirection = half3(posToLightVec * rsqrt(distanceSqr)); |
|||
|
|||
#if !(defined(_SINGLE_POINT_LIGHT) || defined(_SINGLE_DIRECTIONAL_LIGHT)) |
|||
half SdotL = saturate(dot(lightInput.spotDir.xyz, lightDirection)); |
|||
lightAtten *= saturate((SdotL - attenuationParams.x) / attenuationParams.y); |
|||
#endif |
|||
|
|||
return half(lightAtten); |
|||
} |
|||
|
|||
inline half ComputeLightAttenuation(LightInput lightInput, half3 normal, float3 worldPos, out half3 lightDirection) |
|||
{ |
|||
float4 attenuationParams = lightInput.atten; |
|||
#ifdef _SINGLE_DIRECTIONAL_LIGHT |
|||
// Light pos holds normalized light dir |
|||
lightDirection = lightInput.pos; |
|||
return 1.0; |
|||
|
|||
#else |
|||
float3 posToLightVec = lightInput.pos.xyz - worldPos * lightInput.pos.w; |
|||
float distanceSqr = max(dot(posToLightVec, posToLightVec), 0.001); |
|||
|
|||
#ifdef _ATTENUATION_TEXTURE |
|||
float lightAtten = tex2D(_AttenuationTexture, float2(distanceSqr / attenuationParams.w, 0.0)).a; |
|||
#else |
|||
//// attenuationParams.z = kQuadFallOff = (25.0) / (lightRange * lightRange) |
|||
//// attenuationParams.w = lightRange * lightRange |
|||
//// TODO: we can precompute 1.0 / (attenuationParams.w * 0.64 - attenuationParams.w) |
|||
//// falloff is computed from 80% light range squared |
|||
float lightAtten = half(1.0 / (1.0 + distanceSqr * attenuationParams.z)); |
|||
float falloff = saturate((distanceSqr - attenuationParams.w) / (attenuationParams.w * 0.64 - attenuationParams.w)); |
|||
lightAtten *= half(falloff); |
|||
#endif |
|||
|
|||
// normalized light dir |
|||
lightDirection = half3(posToLightVec * rsqrt(distanceSqr)); |
|||
|
|||
#ifndef _SINGLE_POINT_LIGHT |
|||
half SdotL = saturate(dot(lightInput.spotDir.xyz, lightDirection)); |
|||
lightAtten *= saturate((SdotL - attenuationParams.x) / attenuationParams.y); |
|||
#endif |
|||
return half(lightAtten); |
|||
|
|||
#endif // _SINGLE_DIRECTIONAL_LIGHT |
|||
} |
|||
|
|||
inline half3 LightingLambert(half3 diffuseColor, half3 lightDir, half3 normal, half atten) |
|||
{ |
|||
half NdotL = saturate(dot(normal, lightDir)); |
|||
return diffuseColor * (NdotL * atten); |
|||
} |
|||
|
|||
inline half3 LightingBlinnPhong(half3 diffuseColor, half4 specularGloss, half3 lightDir, half3 normal, half3 viewDir, half atten) |
|||
{ |
|||
half NdotL = saturate(dot(normal, lightDir)); |
|||
half3 diffuse = diffuseColor * NdotL; |
|||
|
|||
half3 halfVec = normalize(lightDir + viewDir); |
|||
half NdotH = saturate(dot(normal, halfVec)); |
|||
half3 specular = specularGloss.rgb * (pow(NdotH, _Shininess * 128.0) * specularGloss.a); |
|||
return (diffuse + specular) * atten; |
|||
} |
|||
|
|||
#endif |
|
|||
fileFormatVersion: 2 |
|||
guid: 762f0a4829f44584ba01e2f0661150d9 |
|||
timeCreated: 1488965025 |
|||
licenseType: Pro |
|||
ShaderImporter: |
|||
defaultTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
Shader "ScriptableRenderPipeline/LightweightPipeline/Standard" |
|||
{ |
|||
Properties |
|||
{ |
|||
_Color("Color", Color) = (1,1,1,1) |
|||
_MainTex("Albedo", 2D) = "white" {} |
|||
|
|||
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 |
|||
|
|||
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 |
|||
_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0 |
|||
[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 |
|||
|
|||
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 |
|||
_MetallicGlossMap("Metallic", 2D) = "white" {} |
|||
|
|||
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 |
|||
[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0 |
|||
|
|||
_BumpScale("Scale", Float) = 1.0 |
|||
_BumpMap("Normal Map", 2D) = "bump" {} |
|||
|
|||
_Parallax("Height Scale", Range(0.005, 0.08)) = 0.02 |
|||
_ParallaxMap("Height Map", 2D) = "black" {} |
|||
|
|||
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 |
|||
_OcclusionMap("Occlusion", 2D) = "white" {} |
|||
|
|||
_EmissionColor("Color", Color) = (0,0,0) |
|||
_EmissionMap("Emission", 2D) = "white" {} |
|||
|
|||
_DetailMask("Detail Mask", 2D) = "white" {} |
|||
|
|||
_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} |
|||
_DetailNormalMapScale("Scale", Float) = 1.0 |
|||
_DetailNormalMap("Normal Map", 2D) = "bump" {} |
|||
|
|||
[Enum(UV0,0,UV1,1)] _UVSec("UV Set for secondary textures", Float) = 0 |
|||
|
|||
// Blending state |
|||
[HideInInspector] _Mode("__mode", Float) = 0.0 |
|||
[HideInInspector] _SrcBlend("__src", Float) = 1.0 |
|||
[HideInInspector] _DstBlend("__dst", Float) = 0.0 |
|||
[HideInInspector] _ZWrite("__zw", Float) = 1.0 |
|||
} |
|||
|
|||
SubShader |
|||
{ |
|||
Tags{"RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"} |
|||
LOD 300 |
|||
|
|||
// ------------------------------------------------------------------ |
|||
// Base forward pass (directional light, emission, lightmaps, ...) |
|||
Pass |
|||
{ |
|||
Tags{"LightMode" = "LightweightForward"} |
|||
|
|||
Blend[_SrcBlend][_DstBlend] |
|||
ZWrite[_ZWrite] |
|||
|
|||
CGPROGRAM |
|||
#pragma target 3.0 |
|||
|
|||
// ------------------------------------- |
|||
#pragma shader_feature _NORMALMAP |
|||
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON |
|||
#pragma shader_feature _EMISSION |
|||
#pragma shader_feature _METALLICGLOSSMAP |
|||
#pragma shader_feature ___ _DETAIL_MULX2 |
|||
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A |
|||
#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF |
|||
#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF |
|||
#pragma shader_feature _PARALLAXMAP |
|||
|
|||
#pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT _SINGLE_SPOT_LIGHT _SINGLE_POINT_LIGHT |
|||
#pragma multi_compile _ LIGHTWEIGHT_LINEAR |
|||
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON |
|||
#pragma multi_compile _ _SINGLE_DIRECTIONAL_LIGHT |
|||
#pragma multi_compile _ LIGHTMAP_ON |
|||
#pragma multi_compile _ _LIGHT_PROBES_ON |
|||
#pragma multi_compile _ _HARD_SHADOWS _SOFT_SHADOWS _HARD_SHADOWS_CASCADES _SOFT_SHADOWS_CASCADES |
|||
#pragma multi_compile _ _VERTEX_LIGHTS |
|||
#pragma multi_compile_fog |
|||
#pragma multi_compile_instancing |
|||
|
|||
#pragma vertex LightweightVertex |
|||
#pragma fragment LightweightFragment |
|||
#include "UnityCG.cginc" |
|||
#include "UnityStandardInput.cginc" |
|||
#include "LightweightPipelineCore.cginc" |
|||
#include "LightweightPipelineLighting.cginc" |
|||
#include "LightweightPipelineBRDF.cginc" |
|||
|
|||
LightweightVertexOutput LightweightVertex(LightweightVertexInput v) |
|||
{ |
|||
LightweightVertexOutput o = (LightweightVertexOutput)0; |
|||
|
|||
UNITY_SETUP_INSTANCE_ID(v); |
|||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
|||
|
|||
o.uv01.xy = TRANSFORM_TEX(v.texcoord, _MainTex); |
|||
#ifdef LIGHTMAP_ON |
|||
o.uv01.zw = v.lightmapUV * unity_LightmapST.xy + unity_LightmapST.zw; |
|||
#endif |
|||
o.hpos = UnityObjectToClipPos(v.vertex); |
|||
|
|||
float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; |
|||
o.posWS.xyz = worldPos; |
|||
|
|||
half3 viewDir = normalize(_WorldSpaceCameraPos - worldPos); |
|||
o.viewDir.xyz = viewDir; |
|||
#ifndef _METALLICGLOSSMAP |
|||
o.viewDir.w = saturate(_Glossiness + MetallicSetup_Reflectivity()); // grazing term |
|||
#endif |
|||
|
|||
half3 normal = normalize(UnityObjectToWorldNormal(v.normal)); |
|||
|
|||
#if _NORMALMAP |
|||
half sign = v.tangent.w * unity_WorldTransformParams.w; |
|||
half3 tangent = normalize(UnityObjectToWorldDir(v.tangent)); |
|||
half3 binormal = cross(normal, tangent) * v.tangent.w; |
|||
|
|||
// Initialize tangetToWorld in column-major to benefit from better glsl matrix multiplication code |
|||
o.tangentToWorld0 = half3(tangent.x, binormal.x, normal.x); |
|||
o.tangentToWorld1 = half3(tangent.y, binormal.y, normal.y); |
|||
o.tangentToWorld2 = half3(tangent.z, binormal.z, normal.z); |
|||
#else |
|||
o.normal = normal; |
|||
#endif |
|||
|
|||
o.posWS.w = Pow4(1 - saturate(dot(normal, viewDir))); // fresnel term |
|||
|
|||
#ifdef _LIGHT_PROBES_ON |
|||
o.fogCoord.yzw += max(half3(0, 0, 0), ShadeSH9(half4(normal, 1))); |
|||
#endif |
|||
|
|||
UNITY_TRANSFER_FOG(o, o.hpos); |
|||
return o; |
|||
} |
|||
|
|||
half4 LightweightFragment(LightweightVertexOutput i) : SV_Target |
|||
{ |
|||
float2 uv = i.uv01.xy; |
|||
float2 lightmapUV = i.uv01.zw; |
|||
|
|||
half4 albedoTex = tex2D(_MainTex, i.uv01.xy); |
|||
half3 albedo = albedoTex.rgb * _Color.rgb; |
|||
|
|||
#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) |
|||
half alpha = _Color.a; |
|||
half glossiness = albedorTex.a; |
|||
#else |
|||
half alpha = albedoTex.a * _Color.a; |
|||
half glossiness = _Glossiness; |
|||
#endif |
|||
|
|||
#if defined(_ALPHATEST_ON) |
|||
clip(alpha - _Cutoff); |
|||
#endif |
|||
|
|||
half2 metallicGloss = MetallicGloss(uv, glossiness); |
|||
half metallic = metallicGloss.x; |
|||
half smoothness = metallicGloss.y; |
|||
half oneMinusReflectivity; |
|||
half3 specColor; |
|||
|
|||
half3 diffColor = DiffuseAndSpecularFromMetallic(albedo, metallicGloss.x, specColor, oneMinusReflectivity); |
|||
|
|||
half3 normal; |
|||
NormalMap(i, normal); |
|||
|
|||
// TODO: shader keyword for occlusion |
|||
// TODO: Reflection Probe blend support. |
|||
// GI |
|||
half3 reflectVec = reflect(-i.viewDir.xyz, normal); |
|||
half occlusion = Occlusion(uv); |
|||
UnityIndirect indirectLight = LightweightGI(lightmapUV, i.fogCoord.yzw, reflectVec, occlusion, 1.0h - smoothness); |
|||
|
|||
// PBS |
|||
#ifdef _METALLICGLOSSMAP |
|||
half grazingTerm = saturate(smoothness + (1 - oneMinusReflectivity)); |
|||
#else |
|||
half grazingTerm = i.viewDir.w; |
|||
#endif |
|||
|
|||
half perVertexFresnelTerm = i.posWS.w; |
|||
half3 color = LightweightBRDFIndirect(diffColor, specColor, indirectLight, grazingTerm, perVertexFresnelTerm); |
|||
half3 lightDirection; |
|||
|
|||
#ifndef _MULTIPLE_LIGHTS |
|||
LightInput light; |
|||
INITIALIZE_MAIN_LIGHT(light); |
|||
half lightAtten = ComputeLightAttenuation(light, normal, i.posWS.xyz, lightDirection); |
|||
|
|||
#ifdef _SHADOWS |
|||
lightAtten *= ComputeShadowAttenuation(i, _ShadowLightDirection.xyz); |
|||
#endif |
|||
|
|||
half NdotL = saturate(dot(normal, lightDirection)); |
|||
half RdotL = saturate(dot(reflectVec, lightDirection)); |
|||
half3 attenuatedLightColor = light.color * (NdotL * lightAtten); |
|||
|
|||
color += LightweightBRDFDirect(diffColor, specColor, smoothness, RdotL) * attenuatedLightColor; |
|||
#else |
|||
|
|||
#ifdef _SHADOWS |
|||
half shadowAttenuation = ComputeShadowAttenuation(i, _ShadowLightDirection.xyz); |
|||
#endif |
|||
int pixelLightCount = min(globalLightCount.x, unity_LightIndicesOffsetAndCount.y); |
|||
for (int lightIter = 0; lightIter < pixelLightCount; ++lightIter) |
|||
{ |
|||
LightInput light; |
|||
int lightIndex = unity_4LightIndices0[lightIter]; |
|||
INITIALIZE_LIGHT(light, lightIndex); |
|||
half lightAtten = ComputeLightAttenuation(light, normal, i.posWS.xyz, lightDirection); |
|||
#ifdef _SHADOWS |
|||
lightAtten *= max(shadowAttenuation, half(lightIter != _ShadowData.x)); |
|||
#endif |
|||
half NdotL = saturate(dot(normal, lightDirection)); |
|||
half RdotL = saturate(dot(reflectVec, lightDirection)); |
|||
half3 attenuatedLightColor = light.color * (NdotL * lightAtten); |
|||
|
|||
color += LightweightBRDFDirect(diffColor, specColor, smoothness, RdotL) * attenuatedLightColor; |
|||
} |
|||
#endif |
|||
|
|||
color += Emission(uv); |
|||
UNITY_APPLY_FOG(i.fogCoord, color); |
|||
return OutputColor(color, alpha); |
|||
} |
|||
|
|||
ENDCG |
|||
} |
|||
} |
|||
FallBack "VertexLit" |
|||
CustomEditor "StandardShaderGUI" |
|||
} |
|||
|
|
|||
fileFormatVersion: 2 |
|||
guid: 933532a4fcc9baf4fa0491de14d08ed7 |
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timeCreated: 1503472755 |
|||
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|||
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fileFormatVersion: 2 |
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|||
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|||
licenseType: Pro |
|||
TextureImporter: |
|||
fileIDToRecycleName: {} |
|||
externalObjects: {} |
|||
serializedVersion: 4 |
|||
mipmaps: |
|||
mipMapMode: 0 |
|||
enableMipMap: 0 |
|||
sRGBTexture: 0 |
|||
linearTexture: 0 |
|||
fadeOut: 0 |
|||
borderMipMap: 0 |
|||
mipMapsPreserveCoverage: 0 |
|||
alphaTestReferenceValue: 0.5 |
|||
mipMapFadeDistanceStart: 1 |
|||
mipMapFadeDistanceEnd: 3 |
|||
bumpmap: |
|||
convertToNormalMap: 0 |
|||
externalNormalMap: 0 |
|||
heightScale: 0.25 |
|||
normalMapFilter: 0 |
|||
isReadable: 0 |
|||
grayScaleToAlpha: 0 |
|||
generateCubemap: 6 |
|||
cubemapConvolution: 0 |
|||
seamlessCubemap: 0 |
|||
textureFormat: 1 |
|||
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1001
Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/StandardBlinnPhongShader/LightweightLights.unity
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1001
Assets/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/StandardPBRShader/EnvironmentBRDF_Spheres.unity
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1001
ImageTemplates/LightweightPipeline/Scenes/Shaders/StandardBlinnPhongShader/LightweightLights.unity.png
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1001
ImageTemplates/LightweightPipeline/Scenes/Shaders/StandardPBRShader/EnvironmentBRDF_Spheres.unity.png
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1001
Assets/SampleScenes/LightweightPipeline/LDRenderPipelineVikingVillage.unity
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1001
Assets/SampleScenes/LightweightPipeline/LDRenderPipelineBasicScene.unity
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