runes 8 年前
当前提交
a5030aa0
共有 10 个文件被更改,包括 271 次插入31 次删除
  1. 4
      Assets/BasicRenderLoopTutorial/BasicRenderLoop.cs
  2. 243
      Assets/BasicRenderLoopTutorial/BasicRenderLoopScene.unity
  3. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/Editor/LayeredLitUI.cs
  4. 10
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/LayeredLit.shader
  5. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Editor/BaseLitUI.cs
  6. 23
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitSurfaceData.hlsl
  7. 2
      Assets/BasicRenderLoopTutorial/BasicRenderLoop.asset
  8. 8
      Assets/BasicRenderLoopTutorial/BasicRenderLoop.asset.meta
  9. 8
      Assets/basicrenderloop.asset.meta
  10. 0
      /Assets/BasicRenderLoopTutorial/BasicRenderLoop.asset

4
Assets/BasicRenderLoopTutorial/BasicRenderLoop.cs


{
#if UNITY_EDITOR
[UnityEditor.MenuItem("Renderloop/CreateBasicRenderLoop")]
[UnityEditor.MenuItem("Renderloop/Create BasicRenderLoop")]
UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/basicrenderloop.asset");
UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/BasicRenderLoopTutorial/BasicRenderLoop.asset");
}
#endif

243
Assets/BasicRenderLoopTutorial/BasicRenderLoopScene.unity


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2
Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/Editor/LayeredLitUI.cs


public readonly GUIContent layerMapMaskText = new GUIContent("Layer Mask", "Layer mask (multiplied by vertex color if enabled)");
public readonly GUIContent layerMapVertexColorText = new GUIContent("Use Vertex Color", "Layer mask (multiplied by layer mask if enabled)");
public readonly GUIContent layerCountText = new GUIContent("Layer Count", "Number of layers.");
public readonly GUIContent layerTexWorldScaleText = new GUIContent("Tex world scale", "Scale to apply to world position for Planar/Trilinear");
public readonly GUIContent layerTexWorldScaleText = new GUIContent("Tiling", "Tiling factor applied to Planar/Trilinear mapping");
public readonly GUIContent UVBaseText = new GUIContent("Base UV Mapping", "Base UV Mapping mode of the layer.");
public readonly GUIContent UVDetailText = new GUIContent("Detail UV Mapping", "Detail UV Mapping mode of the layer.");
}

10
Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/LayeredLit.shader


// All the following properties that concern the UV mapping are the same as in the Lit shader.
// This means that they will get overridden when synchronizing the various layers.
// To avoid this, make sure that all properties here are in the exclusion list in LayeredLitUI.SynchronizeLayerProperties
_TexWorldScale0("Scale to apply on world coordinate", Float) = 1.0
_TexWorldScale1("Scale to apply on world coordinate", Float) = 1.0
_TexWorldScale2("Scale to apply on world coordinate", Float) = 1.0
_TexWorldScale3("Scale to apply on world coordinate", Float) = 1.0
_TexWorldScale0("Tiling", Float) = 1.0
_TexWorldScale1("Tiling", Float) = 1.0
_TexWorldScale2("Tiling", Float) = 1.0
_TexWorldScale3("Tiling", Float) = 1.0
[Enum(UV0, 0, UV1, 1, UV3, 2, Planar, 3, Triplanar, 4)] _UVBase0("UV Set for base0", Float) = 0
[Enum(UV0, 0, UV1, 1, UV3, 2, Planar, 3, Triplanar, 4)] _UVBase1("UV Set for base1", Float) = 0

// Unused but to be able to share litUI.Sahder and layeredUI.Shader
[HideInInspector] _UVBase("UV Set for base", Float) = 0
[HideInInspector] _UVDetail("UV Set for base", Float) = 0
[HideInInspector] _TexWorldScale("Scale to apply on world coordinate", Float) = 1.0
[HideInInspector] _TexWorldScale("Tiling", Float) = 1.0
[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0)
[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0)
}

2
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Editor/BaseLitUI.cs


public static GUIContent smoothnessMapChannelText = new GUIContent("Smoothness Source", "Smoothness texture and channel");
public static GUIContent UVBaseMappingText = new GUIContent("UV set for Base", "");
public static GUIContent texWorldScaleText = new GUIContent("Scale to apply on world coordinate in case of Planar/Triplanar", "");
public static GUIContent texWorldScaleText = new GUIContent("Tiling", "Tiling factor applied to Planar/Trilinear mapping");
public static GUIContent UVBaseDetailMappingText = new GUIContent("UV set for Base and Detail", "");
public static GUIContent normalMapSpaceText = new GUIContent("Normal/Tangent Map space", "");
public static GUIContent heightMapModeText = new GUIContent("Height Map Mode", "");

23
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitSurfaceData.hlsl


ADD_IDX(layerTexCoord.base).uv = ADD_IDX(_UVMappingMask).x * input.texCoord0 +
ADD_IDX(_UVMappingMask).y * input.texCoord1 +
ADD_IDX(_UVMappingMask).z * input.texCoord3 +
ADD_IDX(_UVMappingMask).w * position.xz;
ADD_IDX(_UVMappingMask).w * -position.xz;
ADD_IDX(_UVMappingMask).w * position.xz;
ADD_IDX(_UVMappingMask).w * -position.xz;
ADD_IDX(layerTexCoord.details).uv = TRANSFORM_TEX(uvDetails, ADD_IDX(_DetailMap));

ADD_IDX(layerTexCoord.base).uvYZ = position.zy;
ADD_IDX(layerTexCoord.base).uvZX = position.xz;
ADD_IDX(layerTexCoord.base).uvXY = float2(-position.x, position.y);
float3 direction = sign(input.tangentToWorld[2].xyz);
// In triplanar, if we are facing away from the world axis, a different axis will be flipped for each direction.
// This is particularly problematic for tangent space normal maps which need to be in the right direction.
// So we multiplying the offending coordinate by the sign of the normal.
ADD_IDX(layerTexCoord.base).uvYZ = float2(direction.x * position.z, position.y);
ADD_IDX(layerTexCoord.base).uvZX = -float2(position.x, direction.y * position.z);
ADD_IDX(layerTexCoord.base).uvXY = float2(-position.x, direction.z * position.y);
ADD_IDX(layerTexCoord.details).uvYZ = TRANSFORM_TEX(position.zy, ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvZX = TRANSFORM_TEX(position.xz, ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvXY = TRANSFORM_TEX(float2(-position.x, position.y), ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvYZ = TRANSFORM_TEX(ADD_IDX(layerTexCoord.base).uvYZ, ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvZX = TRANSFORM_TEX(ADD_IDX(layerTexCoord.base).uvZX, ADD_IDX(_DetailMap));
ADD_IDX(layerTexCoord.details).uvXY = TRANSFORM_TEX(ADD_IDX(layerTexCoord.base).uvXY, ADD_IDX(_DetailMap));
}
void ADD_IDX(ApplyDisplacement)(inout FragInput input, inout LayerTexCoord layerTexCoord)

#else
surfaceData.perceptualSmoothness = 1.0;
#endif
surfaceData.perceptualSmoothness *= ADD_IDX(_Smoothness);
surfaceData.perceptualSmoothness *= ADD_IDX(_Smoothness);
#ifdef _DETAIL_MAP
surfaceData.perceptualSmoothness *= LerpWhiteTo(2.0 * saturate(detailSmoothness * ADD_IDX(_DetailSmoothnessScale)), detailMask);
#endif

2
Assets/BasicRenderLoopTutorial/BasicRenderLoop.asset


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m_Name: BasicRenderLoop
m_EditorClassIdentifier:

8
Assets/BasicRenderLoopTutorial/BasicRenderLoop.asset.meta


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8
Assets/basicrenderloop.asset.meta


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/Assets/basicrenderloop.asset → /Assets/BasicRenderLoopTutorial/BasicRenderLoop.asset

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