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Change shader include paths to take advantage of Core being an include path now

/shader-library-include-paths
Peter Bay Bastian 7 年前
当前提交
9dd5e5c5
共有 47 个文件被更改,包括 98 次插入98 次删除
  1. 2
      ScriptableRenderPipeline/Core/Shadow/Resources/DebugDisplayShadowMap.shader
  2. 4
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplayLatlong.shader
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugFullScreen.shader
  4. 4
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewMaterialGBuffer.shader
  5. 2
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewTiles.shader
  6. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/Deferred.shader
  7. 10
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/Lighting.hlsl
  8. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Deferred.compute
  9. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/DeferredDirectionalShadow.compute
  10. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/lightlistbuild-bigtile.compute
  11. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/lightlistbuild-clustered.compute
  12. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/lightlistbuild.compute
  13. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/materialflags.compute
  14. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/scrbound.compute
  15. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  16. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitDataDisplacement.hlsl
  17. 8
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  18. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  19. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  20. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
  21. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataDisplacement.hlsl
  22. 8
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  23. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineLighting.shader
  24. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CopyStencilBuffer.shader
  25. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/PreIntegratedFGD.shader
  26. 4
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.compute
  27. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.shader
  28. 16
      ScriptableRenderPipeline/HDRenderPipeline/Material/Material.hlsl
  29. 2
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader
  30. 2
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/ApplyDistorsion.compute
  31. 2
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/CameraMotionVectors.shader
  32. 2
      ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/DepthDownsample.compute
  33. 2
      ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawSssProfile.shader
  34. 4
      ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawTransmittanceGraph.shader
  35. 2
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl
  36. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering/AtmosphericScattering.hlsl
  37. 6
      ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky/Resources/SkyBlacksmith.shader
  38. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/BlitCubemap.shader
  39. 4
      ScriptableRenderPipeline/HDRenderPipeline/Sky/BuildProbabilityTables.compute
  40. 4
      ScriptableRenderPipeline/HDRenderPipeline/Sky/ComputeGgxIblSampleData.compute
  41. 4
      ScriptableRenderPipeline/HDRenderPipeline/Sky/GGXConvolve.shader
  42. 6
      ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
  43. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/OpaqueAtmosphericScattering.shader
  44. 6
      ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/ProceduralSky.shader
  45. 14
      TestbedPipelines/Fptl/LightingTemplate.hlsl
  46. 14
      TestbedPipelines/OnTileDeferredPipeline/Shaders/LightingTemplate.hlsl
  47. 14
      TestbedPipelines/OnTileDeferredPipeline/Shaders/UnityStandardForwardMobile.cginc

2
ScriptableRenderPipeline/Core/Shadow/Resources/DebugDisplayShadowMap.shader


#pragma target 4.5
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: unitl we go futher in dev
#include "../../../Core/ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Common.hlsl"
float4 _TextureScaleBias;
float _TextureSlice;

4
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplayLatlong.shader


#pragma vertex Vert
#pragma fragment Frag
#include "../../Core/ShaderLibrary/Common.hlsl"
#include "../../Core/ShaderLibrary/ImageBasedLighting.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
TEXTURECUBE(_InputCubemap);
SAMPLERCUBE(sampler_InputCubemap);

2
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugFullScreen.shader


#pragma vertex Vert
#pragma fragment Frag
#include "../../Core/ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "../Debug/DebugDisplay.cs.hlsl"
#include "../ShaderVariables.hlsl"

4
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewMaterialGBuffer.shader


#pragma multi_compile _ SHADOWS_SHADOWMASK
#include "../../Core/ShaderLibrary/Common.hlsl"
#include "../../Core/ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Color.hlsl"
// CAUTION: In case deferred lighting need to support various lighting model statically, we will require to do multicompile with different define like UNITY_MATERIAL_LIT
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl

2
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewTiles.shader


// Include
//-------------------------------------------------------------------------------------
#include "../../Core/ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Common.hlsl"
// 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
// deferred material must replace the old one here. If in the future we want to support multiple layout (cause a lot of consistency problem),

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/Deferred.shader


// Include
//-------------------------------------------------------------------------------------
#include "../../Core/ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "../Debug/DebugDisplay.hlsl"
// 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

10
ScriptableRenderPipeline/HDRenderPipeline/Lighting/Lighting.hlsl


#ifndef UNITY_LIGHTING_INCLUDED
#define UNITY_LIGHTING_INCLUDED
#include "../../Core/ShaderLibrary/CommonLighting.hlsl"
#include "../../Core/ShaderLibrary/CommonShadow.hlsl"
#include "../../Core/ShaderLibrary/Sampling.hlsl"
#include "../../Core/ShaderLibrary/AreaLighting.hlsl"
#include "../../Core/ShaderLibrary/ImageBasedLighting.hlsl"
#include "ShaderLibrary/CommonLighting.hlsl"
#include "ShaderLibrary/CommonShadow.hlsl"
#include "ShaderLibrary/Sampling.hlsl"
#include "ShaderLibrary/AreaLighting.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
// The light loop (or lighting architecture) is in charge to:
// - Define light list

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Deferred.compute


// Include
//-------------------------------------------------------------------------------------
#include "../../../Core/ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "../../Debug/DebugDisplay.hlsl"
// 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

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/DeferredDirectionalShadow.compute


// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel DeferredDirectionalShadow
#include "../../../Core/ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "../../ShaderVariables.hlsl"
#include "../../Lighting/Lighting.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/lightlistbuild-bigtile.compute


#pragma kernel BigTileLightListGen
#include "../../../Core/ShaderLibrary/common.hlsl"
#include "ShaderLibrary/common.hlsl"
#include "TilePass.cs.hlsl"
#include "LightingConvexHullUtils.hlsl"
#include "SortingComputeUtils.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/lightlistbuild-clustered.compute


#pragma kernel TileLightListGen_DepthRT_MSAA_SrcBigTile LIGHTLISTGEN=TileLightListGen_DepthRT_MSAA_SrcBigTile ENABLE_DEPTH_TEXTURE_BACKPLANE MSAA_ENABLED USE_TWO_PASS_TILED_LIGHTING
#pragma kernel ClearAtomic
#include "../../../Core/ShaderLibrary/common.hlsl"
#include "ShaderLibrary/common.hlsl"
#include "ShaderBase.hlsl"
#include "TilePass.cs.hlsl"
#include "LightingConvexHullUtils.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/lightlistbuild.compute


//#pragma #pragma enable_d3d11_debug_symbols
#include "../../../Core/ShaderLibrary/common.hlsl"
#include "ShaderLibrary/common.hlsl"
#include "ShaderBase.hlsl"
#include "TilePass.cs.hlsl"
#include "LightingConvexHullUtils.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/materialflags.compute


// #pragma enable_d3d11_debug_symbols
#include "../../../Core/ShaderLibrary/common.hlsl"
#include "ShaderLibrary/common.hlsl"
#include "ShaderBase.hlsl"
#include "TilePass.cs.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/scrbound.compute


#pragma kernel ScreenBoundsAABB
#include "../../../Core/ShaderLibrary/common.hlsl"
#include "ShaderLibrary/common.hlsl"
#include "TilePass.cs.hlsl"
uniform int g_isOrthographic;

4
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


// Include
//-------------------------------------------------------------------------------------
#include "../../../Core/ShaderLibrary/common.hlsl"
#include "../../../Core/ShaderLibrary/Wind.hlsl"
#include "ShaderLibrary/common.hlsl"
#include "ShaderLibrary/Wind.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitDataDisplacement.hlsl


return BlendLayeredScalar(height0, height1, height2, height3, weights);
}
#include "../../../Core/ShaderLibrary/PerPixelDisplacement.hlsl"
#include "ShaderLibrary/PerPixelDisplacement.hlsl"
#endif // defined(_PIXEL_DISPLACEMENT) && LAYERS_HEIGHTMAP_ENABLE

8
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


// Include
//-------------------------------------------------------------------------------------
#include "../../../Core/ShaderLibrary/common.hlsl"
#include "../../../Core/ShaderLibrary/Wind.hlsl"
#include "../../../Core/ShaderLibrary/GeometricTools.hlsl"
#include "../../../Core/ShaderLibrary/tessellation.hlsl"
#include "ShaderLibrary/common.hlsl"
#include "ShaderLibrary/Wind.hlsl"
#include "ShaderLibrary/GeometricTools.hlsl"
#include "ShaderLibrary/tessellation.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


// Define refraction keyword helpers
#define HAS_REFRACTION (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
#if HAS_REFRACTION
# include "../../../Core/ShaderLibrary/Refraction.hlsl"
# include "ShaderLibrary/Refraction.hlsl"
# if defined(_REFRACTION_PLANE)
# define REFRACTION_MODEL(V, posInputs, bsdfData) RefractionModelPlane(V, posInputs.positionWS, bsdfData.normalWS, bsdfData.ior, bsdfData.thickness)

4
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


// Include
//-------------------------------------------------------------------------------------
#include "../../../Core/ShaderLibrary/Common.hlsl"
#include "../../../Core/ShaderLibrary/Wind.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Wind.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl


#include "../../../Core/ShaderLibrary/SampleUVMapping.hlsl"
#include "ShaderLibrary/SampleUVMapping.hlsl"
#include "../MaterialUtilities.hlsl"
//-------------------------------------------------------------------------------------

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataDisplacement.hlsl


return SAMPLE_TEXTURE2D_LOD(_HeightMap, sampler_HeightMap, param.uv + texOffsetCurrent, lod).r;
}
#include "../../../Core/ShaderLibrary/PerPixelDisplacement.hlsl"
#include "ShaderLibrary/PerPixelDisplacement.hlsl"
void ApplyDisplacementTileScale(inout float height)
{

8
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


// Include
//-------------------------------------------------------------------------------------
#include "../../../Core/ShaderLibrary/common.hlsl"
#include "../../../Core/ShaderLibrary/Wind.hlsl"
#include "../../../Core/ShaderLibrary/GeometricTools.hlsl"
#include "../../../Core/ShaderLibrary/tessellation.hlsl"
#include "ShaderLibrary/common.hlsl"
#include "ShaderLibrary/Wind.hlsl"
#include "ShaderLibrary/GeometricTools.hlsl"
#include "ShaderLibrary/tessellation.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineLighting.shader


#pragma vertex Vert
#pragma fragment Frag
#include "../../../../Core/ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Common.hlsl"
TEXTURE2D(_IrradianceSource);

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CopyStencilBuffer.shader


#pragma vertex Vert
#pragma fragment Frag
#include "../../../../Core/ShaderLibrary/Packing.hlsl"
#include "ShaderLibrary/Packing.hlsl"
#include "../../../ShaderVariables.hlsl"
#include "../../../Lighting/LightDefinition.cs.hlsl"

4
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/PreIntegratedFGD.shader


#pragma target 4.5
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#include "../../../../Core/ShaderLibrary/Common.hlsl"
#include "../../../../Core/ShaderLibrary/ImageBasedLighting.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "../../../ShaderVariables.hlsl"
struct Attributes

4
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.compute


// Included headers
//--------------------------------------------------------------------------------------------------
#include "../../../../Core/ShaderLibrary/Packing.hlsl"
#include "../../../../Core/ShaderLibrary/SpaceFillingCurves.hlsl"
#include "ShaderLibrary/Packing.hlsl"
#include "ShaderLibrary/SpaceFillingCurves.hlsl"
#include "../../../ShaderVariables.hlsl"
#define UNITY_MATERIAL_LIT
#include "../../../Material/Material.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/SubsurfaceScattering.shader


// Include
//-------------------------------------------------------------------------------------
#include "../../../../Core/ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "../../../ShaderVariables.hlsl"
#define UNITY_MATERIAL_LIT // Needs to be defined before including Material.hlsl
#include "../../../Material/Material.hlsl"

16
ScriptableRenderPipeline/HDRenderPipeline/Material/Material.hlsl


#ifndef UNITY_MATERIAL_INCLUDED
#define UNITY_MATERIAL_INCLUDED
#include "../../Core/ShaderLibrary/Color.hlsl"
#include "../../Core/ShaderLibrary/Packing.hlsl"
#include "../../Core/ShaderLibrary/BSDF.hlsl"
#include "../../Core/ShaderLibrary/Debug.hlsl"
#include "../../Core/ShaderLibrary/GeometricTools.hlsl"
#include "../../Core/ShaderLibrary/CommonMaterial.hlsl"
#include "../../Core/ShaderLibrary/EntityLighting.hlsl"
#include "../../Core/ShaderLibrary/ImageBasedLighting.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Packing.hlsl"
#include "ShaderLibrary/BSDF.hlsl"
#include "ShaderLibrary/Debug.hlsl"
#include "ShaderLibrary/GeometricTools.hlsl"
#include "ShaderLibrary/CommonMaterial.hlsl"
#include "ShaderLibrary/EntityLighting.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "../Sky/AtmosphericScattering/AtmosphericScattering.hlsl"
// Guidelines for Material Keyword.

2
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader


// Include
//-------------------------------------------------------------------------------------
#include "../../../Core/ShaderLibrary/common.hlsl"
#include "ShaderLibrary/common.hlsl"
#include "../../ShaderVariables.hlsl"
#include "../../ShaderPass/FragInputs.hlsl"
#include "../../ShaderPass/ShaderPass.cs.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/ApplyDistorsion.compute


#include "../../Core/ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "../Material/Builtin/BuiltinData.hlsl"
TEXTURE2D(_DistortionTexture);

2
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/CameraMotionVectors.shader


#pragma target 4.5
#include "../../Core/ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "../ShaderVariables.hlsl"
#include "../ShaderPass/FragInputs.hlsl"
#include "../ShaderPass/VaryingMesh.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/DepthDownsample.compute


#include "../../Core/ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Common.hlsl"
Texture2D<float> _Source;
RWTexture2D<float> _Result;

2
ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawSssProfile.shader


// Include
//-------------------------------------------------------------------------------------
#include "../../../Core/ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Common.hlsl"
#define USE_LEGACY_UNITY_MATRIX_VARIABLES
#include "../../ShaderVariables.hlsl"
#ifdef SSS_MODEL_BASIC

4
ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawTransmittanceGraph.shader


// Include
//-------------------------------------------------------------------------------------
#include "../../../Core/ShaderLibrary/Common.hlsl"
#include "../../../Core/ShaderLibrary/CommonMaterial.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/CommonMaterial.hlsl"
#define USE_LEGACY_UNITY_MATRIX_VARIABLES
#include "../../ShaderVariables.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl


#error SHADERPASS_is_not_correctly_define
#endif
#include "../../Core/ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Color.hlsl"
CBUFFER_START(UnityMetaPass)
// x = use uv1 as raster position

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/AtmosphericScattering/AtmosphericScattering.hlsl


#ifndef UNITY_ATMOSPHERIC_SCATTERING_INCLUDED
#define UNITY_ATMOSPHERIC_SCATTERING_INCLUDED
#include "../../../Core/ShaderLibrary/VolumeRendering.hlsl"
#include "ShaderLibrary/VolumeRendering.hlsl"
#include "AtmosphericScattering.cs.hlsl"
#include "../SkyVariables.hlsl"

6
ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky/Resources/SkyBlacksmith.shader


#pragma multi_compile _ ATMOSPHERICS_DEBUG
#pragma multi_compile _ PERFORM_SKY_OCCLUSION_TEST
#include "../../../../Core/ShaderLibrary/Color.hlsl"
#include "../../../../Core/ShaderLibrary/Common.hlsl"
#include "../../../../Core/ShaderLibrary/CommonLighting.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/CommonLighting.hlsl"
#include "../../../ShaderVariables.hlsl"
TEXTURECUBE(_Cubemap);

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/BlitCubemap.shader


#pragma fragment frag
#pragma target 4.5
#include "../../Core/ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Common.hlsl"
TEXTURECUBE(_MainTex);
SAMPLERCUBE(sampler_MainTex);

4
ScriptableRenderPipeline/HDRenderPipeline/Sky/BuildProbabilityTables.compute


// Ref: PBRT v3, 13.6.7 "Piecewise-Constant 2D Distributions".
// Note that we use the equiareal sphere-to-square mapping instead of the latitude-longitude one.
#include "../../Core/ShaderLibrary/Common.hlsl"
#include "../../Core/ShaderLibrary/ImageBasedLighting.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
/* --- Input --- */

4
ScriptableRenderPipeline/HDRenderPipeline/Sky/ComputeGgxIblSampleData.compute


// Precomputes data for IntegrateLD(). See that function for a detailed description.
#include "../../Core/ShaderLibrary/Common.hlsl"
#include "../../Core/ShaderLibrary/ImageBasedLighting.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#ifdef SHADER_API_MOBILE
#define MAX_IBL_SAMPLE_CNT 34

4
ScriptableRenderPipeline/HDRenderPipeline/Sky/GGXConvolve.shader


#pragma vertex Vert
#pragma fragment Frag
#include "../../Core/ShaderLibrary/Common.hlsl"
#include "../../Core/ShaderLibrary/ImageBasedLighting.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "SkyManager.cs.hlsl"
TEXTURECUBE(_MainTex);

6
ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader


#pragma target 4.5
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#include "../../../../Core/ShaderLibrary/Color.hlsl"
#include "../../../../Core/ShaderLibrary/Common.hlsl"
#include "../../../../Core/ShaderLibrary/CommonLighting.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/CommonLighting.hlsl"
TEXTURECUBE(_Cubemap);
SAMPLERCUBE(sampler_Cubemap);

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/OpaqueAtmosphericScattering.shader


#pragma enable_d3d11_debug_symbols
#include "../../Core/ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "../ShaderVariables.hlsl"
#include "AtmosphericScattering/AtmosphericScattering.hlsl"

6
ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/ProceduralSky.shader


#pragma multi_compile _ _ENABLE_SUN_DISK
#include "../../../../Core/ShaderLibrary/Color.hlsl"
#include "../../../../Core/ShaderLibrary/Common.hlsl"
#include "../../../../Core/ShaderLibrary/CommonLighting.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/CommonLighting.hlsl"
float4 _SkyParam; // x exposure, y multiplier, z rotation
float4x4 _PixelCoordToViewDirWS; // Actually just 3x3, but Unity can only set 4x4

14
TestbedPipelines/Fptl/LightingTemplate.hlsl


#define SHADOW_FPTL
# if defined(SHADER_API_D3D11)
# include "../../ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11.hlsl"
# include "ShaderLibrary/API/D3D11.hlsl"
# include "../../ScriptableRenderPipeline/Core/ShaderLibrary/API/PSSL.hlsl"
# include "ShaderLibrary/API/PSSL.hlsl"
# include "../../ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11.hlsl"
# include "../../ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11_1.hlsl"
# include "ShaderLibrary/API/D3D11.hlsl"
# include "ShaderLibrary/API/D3D11_1.hlsl"
# include "../../ScriptableRenderPipeline/Core/ShaderLibrary/API/Metal.hlsl"
# include "ShaderLibrary/API/Metal.hlsl"
# include "../../ScriptableRenderPipeline/Core/ShaderLibrary/API/Validate.hlsl"
# include "../../ScriptableRenderPipeline/Core/ShaderLibrary/Shadow/Shadow.hlsl"
# include "ShaderLibrary/API/Validate.hlsl"
# include "ShaderLibrary/Shadow/Shadow.hlsl"
#undef SHADOW_FPTL
CBUFFER_START(ShadowLightData)

14
TestbedPipelines/OnTileDeferredPipeline/Shaders/LightingTemplate.hlsl


#define SHADOW_FPTL
# if defined(SHADER_API_D3D11)
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11.hlsl"
# include "ShaderLibrary/API/D3D11.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/PSSL.hlsl"
# include "ShaderLibrary/API/PSSL.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11_1.hlsl"
# include "ShaderLibrary/API/D3D11.hlsl"
# include "ShaderLibrary/API/D3D11_1.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/Metal.hlsl"
# include "ShaderLibrary/API/Metal.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/Validate.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/Shadow/Shadow.hlsl"
# include "ShaderLibrary/API/Validate.hlsl"
# include "ShaderLibrary/Shadow/Shadow.hlsl"
#undef SHADOW_FPTL
UNITY_DECLARE_DEPTH_TEXTURE(_CameraGBufferZ);

14
TestbedPipelines/OnTileDeferredPipeline/Shaders/UnityStandardForwardMobile.cginc


#define SHADOW_FPTL
# if defined(SHADER_API_D3D11)
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11.hlsl"
# include "ShaderLibrary/API/D3D11.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/PSSL.hlsl"
# include "ShaderLibrary/API/PSSL.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/D3D11_1.hlsl"
# include "ShaderLibrary/API/D3D11.hlsl"
# include "ShaderLibrary/API/D3D11_1.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/Metal.hlsl"
# include "ShaderLibrary/API/Metal.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/API/Validate.hlsl"
# include "../../../ScriptableRenderPipeline/Core/ShaderLibrary/Shadow/Shadow.hlsl"
# include "ShaderLibrary/API/Validate.hlsl"
# include "ShaderLibrary/Shadow/Shadow.hlsl"
#undef SHADOW_FPTL
struct VertexOutputForwardNew

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