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Merge remote-tracking branch 'origin/master' into refactor-hdloop
Merge remote-tracking branch 'origin/master' into refactor-hdloop
Conflicts: Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePassResources.cs/main
Tim Cooper
8 年前
当前提交
a1e72bda
共有 63 个文件被更改,包括 5753 次插入 和 1104 次删除
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167Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
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4Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/ClusteredUtils.hlsl
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4Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute
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2Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-clustered.compute
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25Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs
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2Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePassResources.cs
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145Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs
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26Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
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26Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
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32Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs
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2Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.shader
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173Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitData.hlsl
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10Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl
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27Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitProperties.hlsl
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2Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTessellation.shader
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56Assets/ScriptableRenderLoop/HDRenderPipeline/Material/SampleLayerInternal.hlsl
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286Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
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87Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.shader
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596Assets/TestScenes/HDTest/GlobalIlluminationTest.unity
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1001Assets/TestScenes/HDTest/GlobalIlluminationTest/LightingData.asset
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3Assets/TestScenes/HDTest/GlobalIlluminationTest/LightingData.asset.meta
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453Assets/TestScenes/HDTest/HDRenderLoopTest.unity
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10Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitDistortionPass.hlsl
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9Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/ShaderPass/UnlitDistortionPass.hlsl.meta
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13Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/UnlitProperties.hlsl
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9Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/UnlitProperties.hlsl.meta
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528Assets/TestScenes/HDTest/GlobalIlluminationTest/Lightmap-0_comp_dir.png
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68Assets/TestScenes/HDTest/GlobalIlluminationTest/Lightmap-0_comp_dir.png.meta
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1001Assets/TestScenes/HDTest/GlobalIlluminationTest/Lightmap-0_comp_light.exr
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68Assets/TestScenes/HDTest/GlobalIlluminationTest/Lightmap-0_comp_light.exr.meta
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9Assets/TestScenes/HDTest/GlobalIlluminationTest/Material.meta
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69Assets/TestScenes/HDTest/GlobalIlluminationTest/ReflectionProbe-0.exr.meta
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9Assets/TestScenes/HDTest/GraphicTest/Unlit.meta
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157Assets/TestScenes/HDTest/GlobalIlluminationTest/Material/Chrome.mat
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8Assets/TestScenes/HDTest/GlobalIlluminationTest/Material/Chrome.mat.meta
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186Assets/TestScenes/HDTest/GlobalIlluminationTest/Material/Lit_Green.mat
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8Assets/TestScenes/HDTest/GlobalIlluminationTest/Material/Lit_Green.mat.meta
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158Assets/TestScenes/HDTest/GlobalIlluminationTest/Material/Lit_Grey.mat
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9Assets/TestScenes/HDTest/GlobalIlluminationTest/Material/Lit_Grey.mat.meta
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183Assets/TestScenes/HDTest/GlobalIlluminationTest/Material/Lit_Red.mat
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8Assets/TestScenes/HDTest/GlobalIlluminationTest/Material/Lit_Red.mat.meta
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92Assets/TestScenes/HDTest/GlobalIlluminationTest/Material/Unlit_Blue.mat
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8Assets/TestScenes/HDTest/GlobalIlluminationTest/Material/Unlit_Blue.mat.meta
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9Assets/TestScenes/HDTest/GraphicTest/Unlit/Material.meta
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9Assets/TestScenes/HDTest/GraphicTest/Unlit/Textures.meta
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57Assets/TestScenes/HDTest/GraphicTest/Unlit/Textures/GroundLeaf.tga.meta
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533Assets/TestScenes/HDTest/GraphicTest/Unlit/Textures/RockColor 1.jpg
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68Assets/TestScenes/HDTest/GraphicTest/Unlit/Textures/RockColor 1.jpg.meta
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9Assets/TestScenes/HDTest/GraphicTest/Unlit/Material/TestUnlit Mask.mat.meta
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102Assets/TestScenes/HDTest/GraphicTest/Unlit/Material/TestUnlit Transparent.mat
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9Assets/TestScenes/HDTest/GraphicTest/Unlit/Material/TestUnlit Transparent.mat.meta
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101Assets/TestScenes/HDTest/GraphicTest/Unlit/Material/TestUnlit.mat
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9Assets/TestScenes/HDTest/GraphicTest/Unlit/Material/TestUnlit.mat.meta
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101Assets/TestScenes/HDTest/GraphicTest/Unlit/Material/TestUnlit Mask.mat
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93Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/SamplerLayerInternal.hlsl
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9Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/SamplerLayerInternal.hlsl.meta
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9Assets/TestScenes/HDTest/GraphicTest/Two Sided/Prefabs/Materials.meta
1001
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m_Offset: {x: 0, y: 0} |
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m_Colors: |
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|
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|
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// These functions are use to hide the handling of triplanar mapping |
|||
// Normal need a specific treatment as they use special encoding for both base and detail map |
|||
// Also we use multiple inclusion to handle the various variation for lod and bias |
|||
|
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// param can be unused, lod or bias |
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float4 ADD_FUNC_SUFFIX(SampleLayer)(TEXTURE2D_ARGS(layerTex, layerSampler), LayerUV layerUV, float3 triplanarWeights, float param) |
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{ |
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if (layerUV.isTriplanar) |
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{ |
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float4 val = float4(0.0, 0.0, 0.0, 0.0); |
|||
|
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if (triplanarWeights.x > 0.0) |
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val += triplanarWeights.x * SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvYZ, param); |
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if (triplanarWeights.y > 0.0) |
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val += triplanarWeights.y * SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvZX, param); |
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if (triplanarWeights.z > 0.0) |
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val += triplanarWeights.z * SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvXY, param); |
|||
|
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return val; |
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} |
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else |
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{ |
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return SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uv, param); |
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} |
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} |
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|
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// TODO: Handle BC5 format, currently this code is for DXT5nm - After the change, rename this function UnpackNormalmapRGorAG |
|||
// This version is use for the base normal map |
|||
float3 ADD_FUNC_SUFFIX(SampleLayerNormal)(TEXTURE2D_ARGS(layerTex, layerSampler), LayerUV layerUV, float3 triplanarWeights, float scale, float param) |
|||
{ |
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if (layerUV.isTriplanar) |
|||
{ |
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float3 val = float3(0.0, 0.0, 0.0); |
|||
|
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if (triplanarWeights.x > 0.0) |
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val += triplanarWeights.x * UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvYZ, param), scale); |
|||
if (triplanarWeights.y > 0.0) |
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val += triplanarWeights.y * UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvZX, param), scale); |
|||
if (triplanarWeights.z > 0.0) |
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val += triplanarWeights.z * UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvXY, param), scale); |
|||
|
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return normalize(val); |
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} |
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else |
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{ |
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return UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uv, param), scale); |
|||
} |
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} |
|||
|
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// This version is for normalmap with AG encoding only. Mainly use with details map. |
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float3 ADD_FUNC_SUFFIX(SampleLayerNormalAG)(TEXTURE2D_ARGS(layerTex, layerSampler), LayerUV layerUV, float3 triplanarWeights, float scale, float param) |
|||
{ |
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if (layerUV.isTriplanar) |
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{ |
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float3 val = float3(0.0, 0.0, 0.0); |
|||
|
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if (triplanarWeights.x > 0.0) |
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val += triplanarWeights.x * UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvYZ, param), scale); |
|||
if (triplanarWeights.y > 0.0) |
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val += triplanarWeights.y * UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvZX, param), scale); |
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if (triplanarWeights.z > 0.0) |
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val += triplanarWeights.z * UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvXY, param), scale); |
|||
|
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return normalize(val); |
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} |
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else |
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{ |
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return UnpackNormalAG(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uv, param), scale); |
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} |
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} |
|||
|
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// This version is for normalmap with RGB encoding only, i.e uncompress or BC7. Mainly used for object space normal. |
|||
float3 ADD_FUNC_SUFFIX(SampleLayerNormalRGB)(TEXTURE2D_ARGS(layerTex, layerSampler), LayerUV layerUV, float3 triplanarWeights, float scale, float param) |
|||
{ |
|||
if (layerUV.isTriplanar) |
|||
{ |
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float3 val = float3(0.0, 0.0, 0.0); |
|||
|
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if (triplanarWeights.x > 0.0) |
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val += triplanarWeights.x * UnpackNormalRGB(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvYZ, param), scale); |
|||
if (triplanarWeights.y > 0.0) |
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val += triplanarWeights.y * UnpackNormalRGB(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvZX, param), scale); |
|||
if (triplanarWeights.z > 0.0) |
|||
val += triplanarWeights.z * UnpackNormalRGB(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uvXY, param), scale); |
|||
|
|||
return normalize(val); |
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} |
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else |
|||
{ |
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return UnpackNormalRGB(SAMPLE_TEXTURE_FUNC(layerTex, layerSampler, layerUV.uv, param), scale); |
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} |
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} |
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