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HDRenderPipeline: Remove LegacyLayered and Performancecheck of shaders code

/RenderPassXR_Sandbox
sebastienlagarde 7 年前
当前提交
a311adc9
共有 9 个文件被更改,包括 10 次插入27 次删除
  1. 3
      Assets/ScriptableRenderPipeline/BasicRenderPipeline/BasicRenderPipelineShader.shader
  2. 3
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  3. 3
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  4. 3
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  5. 3
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  6. 3
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader
  7. 10
      Assets/TestScenes/HDTest/HDRenderLoopTest.meta
  8. 9
      Assets/LegacyLayered.meta

3
Assets/ScriptableRenderPipeline/BasicRenderPipeline/BasicRenderPipelineShader.shader


SubShader
{
Tags { "RenderType" = "Opaque" "PerformanceChecks" = "False" }
LOD 300
// Include forward (base + additive) pass from regular Standard shader.
// They are not used by the scriptable render loop; only here so that
// if we turn off our example loop, then regular forward rendering kicks in

3
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


SubShader
{
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
LOD 300
Pass
{
Name "GBuffer" // Name is not used

3
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


SubShader
{
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
LOD 300
Pass
{
Name "GBuffer" // Name is not used

3
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


SubShader
{
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
LOD 300
Pass
{
Name "GBuffer" // Name is not used

3
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


SubShader
{
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
LOD 300
Pass
{
Name "GBuffer" // Name is not used

3
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader


SubShader
{
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
LOD 300
// Extracts information for lightmapping, GI (emission, albedo, ...)
// This pass it not used during regular rendering.
Pass

10
Assets/TestScenes/HDTest/HDRenderLoopTest.meta


fileFormatVersion: 2
guid: c2d16fcd50b9fda4b908060b0afcd890
folderAsset: yes
timeCreated: 1497448738
licenseType: Pro
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

9
Assets/LegacyLayered.meta


fileFormatVersion: 2
guid: 78d15b13b40de7a4891eb491afc04d28
folderAsset: yes
timeCreated: 1497255974
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:
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