Filip Iliescu
8 年前
当前提交
9c290707
共有 346 个文件被更改,包括 3065 次插入 和 3937 次删除
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31Assets/ScriptableRenderPipeline/Core/AdditionalLightData.cs
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2Assets/ScriptableRenderPipeline/Core/Camera/CameraSwitcher.cs
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24Assets/ScriptableRenderPipeline/Core/Debugging/DebugActionManager.cs
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156Assets/ScriptableRenderPipeline/Core/Debugging/DebugMenuManager.cs
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163Assets/ScriptableRenderPipeline/Core/Debugging/DebugMenuUI.cs
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22Assets/ScriptableRenderPipeline/Core/Debugging/DebugMenuUpdater.cs
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56Assets/ScriptableRenderPipeline/Core/Debugging/Editor/DebugMenuEditor.cs
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18Assets/ScriptableRenderPipeline/Core/Shadow/Shadow.cs
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2Assets/ScriptableRenderPipeline/Core/Shadow/ShadowBase.cs.hlsl
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7Assets/ScriptableRenderPipeline/Core/Shadow/ShadowUtilities.cs
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26Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
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337Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
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10Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
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11Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/SceneSettingsManagementWindow.cs
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393Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
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210Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
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10Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl
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32Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl
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13Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs
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9Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
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7Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
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42Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs
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58Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
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7Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs
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15Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl
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140Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
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6Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
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46Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
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26Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl
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24Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
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6Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
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177Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader
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549Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs
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9Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs.hlsl
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4Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs.hlsl.meta
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2Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/MaterialUtilities.hlsl
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6Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
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4Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources.meta
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8Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettings.cs
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2Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettingsManager.cs
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8Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl
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13Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/RuntimeFilterIBL.cs
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8Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs
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21Assets/ScriptableRenderPipeline/HDRenderPipeline/Utilities.cs
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1Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/ClassicDeferredPipeline.cs
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34Assets/ScriptableRenderPipeline/ShaderLibrary/BSDF.hlsl
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9Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl
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6Assets/ScriptableRenderPipeline/ShaderLibrary/CommonLighting.hlsl
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9Assets/ScriptableRenderPipeline/ShaderLibrary/EntityLighting.hlsl
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2Assets/ScriptableRenderPipeline/ShaderLibrary/ImageBasedLighting.hlsl
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3Assets/ScriptableRenderPipeline/ShaderLibrary/NormalSurfaceGradient.hlsl
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97Assets/ScriptableRenderPipeline/ShaderLibrary/Packing.hlsl
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10Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/Resources/ShadowBlurMoments.compute
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6Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/ShadowAlgorithms.hlsl
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13Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/ShadowMoments.hlsl
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26Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/ShadowSampling.hlsl
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61Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.cs
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6Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.asset
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21Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipeline.cs
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9Assets/ScriptableRenderPipeline/LowEndMobilePipeline/TestScenes/Materials/LDRenderPipeMaterials/LDSpecularSphere0.mat
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6Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndParticlesMultiply.shader
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6Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndParticlesAdd.shader
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44Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineShadows.cginc
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14Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineCore.cginc
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70Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipeline.shader
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14Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendUpgraders.cs
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12Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendPipelineAssetInspector.cs
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21Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendMobilePipelineMaterialEditor.cs
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10Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LegacyShadersToLowEndUpgrader.cs
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2Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/UpgradeCommon.cs
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2Assets/TestScenes/HDTest/GraphicTest/SSS/Materials/SSSHead.mat
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451Assets/TestScenes/HDTest/HDRenderLoopTest.unity
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245Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/ClassicDeferredTest.unity
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8ProjectSettings/EditorBuildSettings.asset
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2ProjectSettings/ProjectVersion.txt
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89ProjectSettings/TagManager.asset
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2Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs.hlsl
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8Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader
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19Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader
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6Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader
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4Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayLatlong.shader
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248Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/shadeopaque.compute
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48Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/scrbound.compute
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1001Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild.compute
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32Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-clustered.compute
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22Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute
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10Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Resources/Deferred.shader
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34Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawTransmittanceGraph.shader
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6Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawGaussianProfile.shader
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6Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/GGXConvolve.shader
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4Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/ComputeGgxIblSampleData.compute
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4Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/BuildProbabilityTables.compute
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2Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/BlitCubemap.shader
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113Assets/GraphicsTests/Editor/TestFrameworkCustomBuild.cs
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51Assets/GraphicsTests/Editor/TestFramework.cs
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8Assets/GraphicsTests/Scenes/LowEnd/SimpleCube.unity
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7Assets/GraphicsTests/Scenes/LowEnd/Shaders/LDPipe_LitShaderReflection.unity
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332Assets/GraphicsTests/Scenes/LowEnd/Shaders/LDPipe_LitShaderMaps.unity
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5Assets/GraphicsTests/Scenes/LowEnd/Shaders/LDPipe_LitShaderLightProbes/Lightmap-0_comp_light.exr.meta
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1001Assets/GraphicsTests/Scenes/LowEnd/Shaders/LDPipe_LitShaderLightProbes/Lightmap-0_comp_light.exr
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guid: 12189449092048747a09af3b5d8a8720 |
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guid: 12566b1a9c5807b4f8d3d0409255095a |
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timeCreated: 1496331368 |
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timeCreated: 1487178659 |
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licenseType: Pro |
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DefaultImporter: |
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userData: |
451
Assets/TestScenes/HDTest/HDRenderLoopTest.unity
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m_EditorVersion: 2017.2.0a2 |
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m_EditorVersion: 2017.2.0a1 |
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#pragma kernel ShadeOpaque_Direct_Fptl SHADE_OPAQUE_ENTRY=ShadeOpaque_Direct_Fptl USE_FPTL_LIGHTLIST |
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#pragma kernel ShadeOpaque_Direct_Fptl_DebugDisplay SHADE_OPAQUE_ENTRY=ShadeOpaque_Direct_Fptl_DebugDisplay USE_FPTL_LIGHTLIST DEBUG_DISPLAY |
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#pragma kernel ShadeOpaque_Direct_Clustered SHADE_OPAQUE_ENTRY=ShadeOpaque_Direct_Clustered USE_CLUSTERED_LIGHTLIST |
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#pragma kernel ShadeOpaque_Direct_Clustered_DebugDisplay SHADE_OPAQUE_ENTRY=ShadeOpaque_Direct_Clustered_DebugDisplay USE_CLUSTERED_LIGHTLIST DEBUG_DISPLAY |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant0 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant0 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=0 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant1 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant1 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=1 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant2 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant2 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=2 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant3 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant3 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=3 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant4 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant4 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=4 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant5 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant5 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=5 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant6 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant6 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=6 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant7 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant7 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=7 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant8 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant8 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=8 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant9 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant9 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=9 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant10 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant10 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=10 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant11 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant11 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=11 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant12 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant12 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=12 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant13 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant13 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=13 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant14 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant14 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=14 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant15 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant15 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=15 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant0 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant0 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=0 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant1 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant1 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=1 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant2 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant2 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=2 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant3 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant3 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=3 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant4 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant4 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=4 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant5 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant5 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=5 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant6 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant6 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=6 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant7 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant7 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=7 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant8 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant8 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=8 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant9 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant9 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=9 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant10 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant10 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=10 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant11 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant11 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=11 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant12 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant12 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=12 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant13 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant13 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=13 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant14 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant14 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=14 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant15 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant15 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=15 |
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#pragma #pragma enable_d3d11_debug_symbols |
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// Split lighting is required for the SSS pass. |
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// Not currently possible since we need to access the stencil buffer from the compute shader. |
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// #pragma multi_compile _ OUTPUT_SPLIT_LIGHTING |
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#define LIGHTLOOP_TILE_PASS 1 |
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#define LIGHTLOOP_TILE_DIRECT 1 |
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#define LIGHTLOOP_TILE_INDIRECT 1 |
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#define LIGHTLOOP_TILE_ALL 1 |
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//------------------------------------------------------------------------------------- |
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// Include |
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//------------------------------------------------------------------------------------- |
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#include "../../../ShaderLibrary/Common.hlsl" |
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#include "../../Debug/DebugDisplay.hlsl" |
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// Note: We have fix as guidelines that we have only one deferred material (with control of GBuffer enabled). Mean a users that add a new |
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// deferred material must replace the old one here. If in the future we want to support multiple layout (cause a lot of consistency problem), |
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// the deferred shader will require to use multicompile. |
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#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl |
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#include "../../ShaderConfig.cs.hlsl" |
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#include "../../ShaderVariables.hlsl" |
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#include "../../Lighting/Lighting.hlsl" // This include Material.hlsl |
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#include "../../Lighting/TilePass/FeatureFlags.hlsl" |
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//------------------------------------------------------------------------------------- |
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// variable declaration |
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//------------------------------------------------------------------------------------- |
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DECLARE_GBUFFER_TEXTURE(_GBufferTexture); |
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#ifdef OUTPUT_SPLIT_LIGHTING |
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RWTexture2D<float4> specularLightingUAV; |
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RWTexture2D<float3> diffuseLightingUAV; |
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#else |
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RWTexture2D<float4> combinedLightingUAV; |
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#endif |
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#if USE_INDIRECT |
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uint g_TileListOffset; |
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StructuredBuffer<uint> g_TileList; |
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// Indirect |
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[numthreads(16, 16, 1)] |
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void SHADE_OPAQUE_ENTRY(uint2 groupThreadId : SV_GroupThreadID, uint groupId : SV_GroupID) |
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{ |
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uint tileIndex = g_TileList[g_TileListOffset + groupId]; |
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uint2 tileCoord = uint2(tileIndex & 0xFFFF, tileIndex >> 16); |
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uint2 pixelCoord = tileCoord * GetTileSize() + groupThreadId; |
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PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, tileCoord); |
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uint featureFlags = TileVariantToFeatureFlags(VARIANT); |
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#else |
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// Direct |
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[numthreads(16, 16, 1)] |
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void SHADE_OPAQUE_ENTRY(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupId : SV_GroupID) |
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{ |
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uint2 pixelCoord = dispatchThreadId; |
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PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, groupId); |
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uint featureFlags = 0xFFFFFFFF; |
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#endif |
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float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.unPositionSS).x; |
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UpdatePositionInput(depth, _InvViewProjMatrix, _ViewProjMatrix, posInput); |
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float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS); |
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FETCH_GBUFFER(gbuffer, _GBufferTexture, posInput.unPositionSS); |
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BSDFData bsdfData; |
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float3 bakeDiffuseLighting; |
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DECODE_FROM_GBUFFER(gbuffer, featureFlags, bsdfData, bakeDiffuseLighting); |
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PreLightData preLightData = GetPreLightData(V, posInput, bsdfData); |
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float3 diffuseLighting; |
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float3 specularLighting; |
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LightLoop(V, posInput, preLightData, bsdfData, bakeDiffuseLighting, featureFlags, diffuseLighting, specularLighting); |
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#ifdef OUTPUT_SPLIT_LIGHTING |
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specularLightingUAV[pixelCoord] = float4(specularLighting, 1.0); |
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diffuseLightingUAV[pixelCoord] = diffuseLighting; |
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#else |
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combinedLightingUAV[pixelCoord] = float4(diffuseLighting + specularLighting, 1.0); |
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#endif |
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} |
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#pragma kernel ShadeOpaque_Direct_Fptl SHADE_OPAQUE_ENTRY=ShadeOpaque_Direct_Fptl USE_FPTL_LIGHTLIST |
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#pragma kernel ShadeOpaque_Direct_Fptl_DebugDisplay SHADE_OPAQUE_ENTRY=ShadeOpaque_Direct_Fptl_DebugDisplay USE_FPTL_LIGHTLIST DEBUG_DISPLAY |
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#pragma kernel ShadeOpaque_Direct_Clustered SHADE_OPAQUE_ENTRY=ShadeOpaque_Direct_Clustered USE_CLUSTERED_LIGHTLIST |
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#pragma kernel ShadeOpaque_Direct_Clustered_DebugDisplay SHADE_OPAQUE_ENTRY=ShadeOpaque_Direct_Clustered_DebugDisplay USE_CLUSTERED_LIGHTLIST DEBUG_DISPLAY |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant0 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant0 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=0 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant1 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant1 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=1 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant2 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant2 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=2 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant3 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant3 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=3 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant4 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant4 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=4 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant5 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant5 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=5 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant6 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant6 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=6 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant7 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant7 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=7 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant8 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant8 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=8 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant9 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant9 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=9 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant10 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant10 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=10 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant11 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant11 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=11 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant12 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant12 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=12 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant13 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant13 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=13 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant14 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant14 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=14 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant15 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant15 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=15 |
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|
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant0 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant0 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=0 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant1 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant1 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=1 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant2 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant2 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=2 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant3 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant3 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=3 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant4 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant4 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=4 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant5 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant5 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=5 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant6 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant6 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=6 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant7 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant7 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=7 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant8 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant8 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=8 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant9 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant9 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=9 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant10 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant10 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=10 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant11 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant11 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=11 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant12 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant12 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=12 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant13 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant13 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=13 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant14 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant14 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=14 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant15 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant15 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=15 |
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|
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#pragma #pragma enable_d3d11_debug_symbols |
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|
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// Split lighting is required for the SSS pass. |
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// Not currently possible since we need to access the stencil buffer from the compute shader. |
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// #pragma multi_compile _ OUTPUT_SPLIT_LIGHTING |
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|
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#define LIGHTLOOP_TILE_PASS 1 |
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#define LIGHTLOOP_TILE_DIRECT 1 |
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#define LIGHTLOOP_TILE_INDIRECT 1 |
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#define LIGHTLOOP_TILE_ALL 1 |
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|
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//------------------------------------------------------------------------------------- |
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// Include |
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//------------------------------------------------------------------------------------- |
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|
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#include "../../../../ShaderLibrary/Common.hlsl" |
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#include "../../../Debug/DebugDisplay.hlsl" |
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|
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// Note: We have fix as guidelines that we have only one deferred material (with control of GBuffer enabled). Mean a users that add a new |
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// deferred material must replace the old one here. If in the future we want to support multiple layout (cause a lot of consistency problem), |
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// the deferred shader will require to use multicompile. |
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#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl |
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#include "../../../ShaderConfig.cs.hlsl" |
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#include "../../../ShaderVariables.hlsl" |
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#include "../../../Lighting/Lighting.hlsl" // This include Material.hlsl |
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#include "../../../Lighting/TilePass/FeatureFlags.hlsl" |
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//------------------------------------------------------------------------------------- |
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// variable declaration |
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//------------------------------------------------------------------------------------- |
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|
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DECLARE_GBUFFER_TEXTURE(_GBufferTexture); |
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|
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#ifdef OUTPUT_SPLIT_LIGHTING |
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RWTexture2D<float4> specularLightingUAV; |
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RWTexture2D<float3> diffuseLightingUAV; |
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#else |
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RWTexture2D<float4> combinedLightingUAV; |
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#endif |
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|
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#if USE_INDIRECT |
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uint g_TileListOffset; |
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StructuredBuffer<uint> g_TileList; |
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// Indirect |
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[numthreads(16, 16, 1)] |
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void SHADE_OPAQUE_ENTRY(uint2 groupThreadId : SV_GroupThreadID, uint groupId : SV_GroupID) |
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{ |
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uint tileIndex = g_TileList[g_TileListOffset + groupId]; |
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uint2 tileCoord = uint2(tileIndex & 0xFFFF, tileIndex >> 16); |
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uint2 pixelCoord = tileCoord * GetTileSize() + groupThreadId; |
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|
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PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, tileCoord); |
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uint featureFlags = TileVariantToFeatureFlags(VARIANT); |
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#else |
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// Direct |
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[numthreads(16, 16, 1)] |
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void SHADE_OPAQUE_ENTRY(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupId : SV_GroupID) |
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{ |
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uint2 pixelCoord = dispatchThreadId; |
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PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, groupId); |
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uint featureFlags = 0xFFFFFFFF; |
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#endif |
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|
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float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.unPositionSS).x; |
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UpdatePositionInput(depth, _InvViewProjMatrix, _ViewProjMatrix, posInput); |
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float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS); |
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|
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FETCH_GBUFFER(gbuffer, _GBufferTexture, posInput.unPositionSS); |
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BSDFData bsdfData; |
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float3 bakeDiffuseLighting; |
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DECODE_FROM_GBUFFER(gbuffer, featureFlags, bsdfData, bakeDiffuseLighting); |
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|
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PreLightData preLightData = GetPreLightData(V, posInput, bsdfData); |
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|
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float3 diffuseLighting; |
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float3 specularLighting; |
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LightLoop(V, posInput, preLightData, bsdfData, bakeDiffuseLighting, featureFlags, diffuseLighting, specularLighting); |
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|
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#ifdef OUTPUT_SPLIT_LIGHTING |
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specularLightingUAV[pixelCoord] = float4(specularLighting, 1.0); |
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diffuseLightingUAV[pixelCoord] = diffuseLighting; |
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#else |
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combinedLightingUAV[pixelCoord] = float4(diffuseLighting + specularLighting, 1.0); |
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#endif |
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} |
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|
1001
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild.compute
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
查看文件
|
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using System.IO; |
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using UnityEditor; |
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public class TestFrameworkCustomBuild |
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{ |
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private static readonly string s_TestSceneFolder = "/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes"; |
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private static readonly string s_BuildFolder = "/TestScenesBuild"; |
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public class TestFrameworkCustomBuild |
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{ |
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private static readonly string s_TestSceneFolder = "/GraphicsTests/Scenes"; |
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private static readonly string s_BuildFolder = "/TestScenesBuild"; |
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[MenuItem("RenderPipeline/TestFramework/Build-iOS")] |
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public static void BuildiOS() |
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{ |
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TestFrameworkCustomBuild builder = new TestFrameworkCustomBuild(); |
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builder.Build(BuildTarget.iOS, BuildOptions.AcceptExternalModificationsToPlayer); |
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} |
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[MenuItem("RenderPipeline/TestFramework/Build-iOS")] |
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public static void BuildiOS() |
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{ |
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TestFrameworkCustomBuild builder = new TestFrameworkCustomBuild(); |
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builder.Build(BuildTarget.iOS, BuildOptions.AcceptExternalModificationsToPlayer); |
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} |
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[MenuItem("RenderPipeline/TestFramework/Build-iOS", true)] |
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public void Build(BuildTarget target, BuildOptions options) |
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{ |
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var absoluteScenesPath = Application.dataPath + s_TestSceneFolder; |
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string[] levels = System.IO.Directory.GetFiles(absoluteScenesPath, "*.unity", System.IO.SearchOption.AllDirectories); |
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CheckAndAddGotoNextSceneBehavior(levels); |
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public static bool ValidateBuildiOS() |
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{ |
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#if UNITY_STANDALONE_OSX
|
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return true; |
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#else
|
|||
return false; |
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#endif
|
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} |
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string savePath = EditorUtility.SaveFolderPanel("Select folder to save project", "", ""); |
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BuildPipeline.BuildPlayer(levels, savePath + s_BuildFolder, target, options); |
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} |
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public void Build(BuildTarget target, BuildOptions options) |
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{ |
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var absoluteScenesPath = Application.dataPath + s_TestSceneFolder; |
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string[] levels = System.IO.Directory.GetFiles(absoluteScenesPath, "*.unity", System.IO.SearchOption.AllDirectories); |
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CheckAndAddGotoNextSceneBehavior(levels); |
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private void CheckAndAddGotoNextSceneBehavior(string[] levels) |
|||
{ |
|||
for (int i = 0; i < levels.Length; ++i) |
|||
{ |
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string levelPath = levels[i]; |
|||
var scene = EditorSceneManager.OpenScene(levelPath); |
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GameObject[] objects = scene.GetRootGameObjects(); |
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bool componentFound = false; |
|||
string savePath = EditorUtility.SaveFolderPanel("Select folder to save project", "", ""); |
|||
BuildPipeline.BuildPlayer(levels, savePath + s_BuildFolder, target, options); |
|||
} |
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|
|||
private void CheckAndAddGotoNextSceneBehavior(string[] levels) |
|||
{ |
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for (int i = 0; i < levels.Length; ++i) |
|||
{ |
|||
string levelPath = levels[i]; |
|||
var scene = EditorSceneManager.OpenScene(levelPath); |
|||
GameObject[] objects = scene.GetRootGameObjects(); |
|||
bool componentFound = false; |
|||
|
|||
foreach (GameObject go in objects) |
|||
{ |
|||
GotoNextScene component = go.GetComponent<GotoNextScene>(); |
|||
if (component != null) |
|||
{ |
|||
component.m_NextSceneIndex = (i + 1) % levels.Length; |
|||
componentFound = true; |
|||
break; |
|||
} |
|||
} |
|||
|
|||
if (!componentFound) |
|||
{ |
|||
GameObject gotoNextScene = new GameObject("GotoNextScene"); |
|||
GotoNextScene component = gotoNextScene.AddComponent<GotoNextScene>(); |
|||
component.m_NextSceneIndex = (i + 1) % levels.Length; |
|||
} |
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|
|||
EditorSceneManager.SaveScene(scene); |
|||
EditorSceneManager.UnloadSceneAsync(scene); |
|||
} |
|||
} |
|||
} |
|||
} |
|||
foreach (GameObject go in objects) |
|||
{ |
|||
GotoNextScene component = go.GetComponent<GotoNextScene>(); |
|||
if (component != null) |
|||
{ |
|||
component.m_NextSceneIndex = (i + 1) % levels.Length; |
|||
componentFound = true; |
|||
break; |
|||
} |
|||
} |
|||
|
|||
if (!componentFound) |
|||
{ |
|||
GameObject gotoNextScene = new GameObject("GotoNextScene"); |
|||
GotoNextScene component = gotoNextScene.AddComponent<GotoNextScene>(); |
|||
component.m_NextSceneIndex = (i + 1) % levels.Length; |
|||
} |
|||
|
|||
EditorSceneManager.SaveScene(scene); |
|||
EditorSceneManager.UnloadSceneAsync(scene); |
|||
} |
|||
} |
|||
} |
|||
} |
1001
Assets/GraphicsTests/Scenes/LowEnd/Shaders/LDPipe_LitShaderLightProbes/Lightmap-0_comp_light.exr
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文件差异内容过多而无法显示
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