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A nimated cookie texture

Deferred / forward comparison
/main
Remy 6 年前
当前提交
a5884c7a
共有 38 个文件被更改,包括 4679 次插入0 次删除
  1. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie.meta
  2. 684
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie.unity
  3. 7
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie.unity.meta
  4. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward.meta
  5. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward.unity
  6. 7
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward.unity.meta
  7. 48
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_CRT.asset
  8. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_CRT.asset.meta
  9. 48
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_CRT2.asset
  10. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_CRT2.asset.meta
  11. 214
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Mat.mat
  12. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Mat.mat.meta
  13. 228
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Mat2.mat
  14. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Mat2.mat.meta
  15. 55
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Shader.shader
  16. 9
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Shader.shader.meta
  17. 168
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Shader2.shader
  18. 9
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Shader2.shader.meta
  19. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/LoopVideo.mp4
  20. 30
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/LoopVideo.mp4.meta
  21. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/Materials.meta
  22. 76
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/Materials/New Render Texture.mat
  23. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/Materials/New Render Texture.mat.meta
  24. 217
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/NYAN.MAT
  25. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/NYAN.MAT.meta
  26. 179
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/Nyan_Flipbook.png
  27. 94
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/Nyan_Flipbook.png.meta
  28. 217
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/Deferred_Mat.mat
  29. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/Deferred_Mat.mat.meta
  30. 33
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/Deferred_RT.renderTexture
  31. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/Deferred_RT.renderTexture.meta
  32. 217
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/Forward_Mat.mat
  33. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/Forward_Mat.mat.meta
  34. 33
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/Forward_RT.renderTexture
  35. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/Forward_RT.renderTexture.meta

8
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie.meta


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Shader "HDRenderPipeline/GraphicTests/2004_AnimatedCookie_AnimMat"
{
Properties
{
_Color("Color", Color) = (1,1,1,1)
_Tex("InputTex", 2D) = "white" {}
}
SubShader
{
Lighting Off
Blend One Zero
Pass
{
CGPROGRAM
#include "UnityCustomRenderTexture.cginc"
#pragma vertex CustomRenderTextureVertexShader
#pragma fragment frag
#pragma target 3.0
float4 _Color;
sampler2D _Tex;
float4 frag(v2f_customrendertexture IN) : COLOR
{
float f = _Time.y % 3;
float4 c = float4(0, 0, 0, 1);
c.r = saturate(1 - ( (f > 2) ? 3 - f : f ));
c.g = saturate(1- abs(1-f) );
c.b = saturate(1-abs(2-f));
float2 uv = IN.localTexcoord.xy;
uv = uv - 0.5;
float sinY = abs(sin(_Time.y * 2));
uv.x += frac(_Time.y) - 0.5;
uv.y -= sinY * 0.8 - 0.4;
if (length((frac(uv + 0.5) - 0.5)) < 0.1)
{
c.rgb = (frac(_Time.y/ UNITY_PI) > 0.5)?1:0;
}
//return _Color * tex2D(_Tex, IN.localTexcoord.xy);
return c;
}
ENDCG
}
}
}

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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Shader2.shader


Shader "HDRenderPipeline/GraphicTests/2004_AnimatedCookie_AnimMat2"
{
Properties
{
_Nyan("Nyan",2D) = "white"{}
_Speed("Speed", float) = 5.0
_rainbowValues("Rainbow: speed, frequency, amplitude, scale", vector) = (10, 5, 0.05, 0.8)
_StarSize ("Star Size", float) = 0.2
}
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Lighting Off
Blend One Zero
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{
CGPROGRAM
#include "UnityCustomRenderTexture.cginc"
#pragma vertex CustomRenderTextureVertexShader
#pragma fragment frag
#pragma target 3.0
#define STAR_ROW 7
#define STAR_COL 7
#define STAR_FRAME 4
#define STAR_ARRSIZE STAR_FRAME*STAR_COL*STAR_ROW
float4 _Color;
sampler2D _Nyan;
float4 _Nyan_ST;
float _Speed;
float4 _rainbowValues;
float _StarSize;
static const int _StarsAnim[STAR_ARRSIZE] = {
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0,
0, 0, 1, 0, 1, 0, 0,
0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0,
1, 1, 0, 1, 0, 1, 1,
0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 1, 0, 0, 0,
0, 1, 0, 0, 0, 1, 0,
0, 0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 0, 0, 1,
0, 0, 0, 0, 0, 0, 0,
0, 1, 0, 0, 0, 1, 0,
0, 0, 0, 1, 0, 0, 0
};
// single nyan pixel size : 36, 21
#define _NyanSize float2(36, 21)
void DrawNyan(float2 uv, inout float3 c)
{
uv.y *= 36.0 / 21.0;
if (uv.x > 1 || uv.x < 0 || uv.y < 0 || uv.y > 1) return;
uv.x /= 6.0;
uv.x += floor(-(-_Time.y * _Speed ) % 6) / 6.0;
float4 nyan = tex2D(_Nyan, uv);
if (nyan.a > 0) c.rgb = nyan.rgb;
}
void DrawRainbow(float2 uv, inout float3 c)
{
uv.y *= 36.0 / 21.0;
uv.y += sin(_Time.y * _rainbowValues.x + uv.x * _rainbowValues.y) * _rainbowValues.z;
uv.y = uv.y / _rainbowValues.w - ( 1 - _rainbowValues.w );
if (uv.x > 0.3 || uv.y < 0 || uv.y > 1) return;
uv.y *= 6;
uv.y = floor(uv.y);
switch (uv.y)
{
case 0: c.rgb = float3(0.5, 0, 1); break;
case 1: c.rgb = float3(0, 0, 1); break;
case 2: c.rgb = float3(0, 1, 0); break;
case 3: c.rgb = float3(1, 1, 0); break;
case 4: c.rgb = float3(1, 0.5, 0); break;
case 5: c.rgb = float3(1, 0, 0); break;
}
}
void DrawStar(float2 uv, float t, inout float3 c)
{
if (uv.x < 0 || uv.x>1 || uv.y < 0 || uv.y>1) return;
uv *= 7;
uv = floor(uv);
float frame = floor(t % 4);
if (_StarsAnim[frame*STAR_COL*STAR_ROW + uv.y*STAR_ROW +uv.x]) c = 1;
}
float4 frag(v2f_customrendertexture IN) : COLOR
{
float4 c = float4(12.0/255.0, 65.0/255.0, 121.0/255.0, 1); // background color
float2 uv = IN.localTexcoord.xy;
float2 nyanUV = (uv - _Nyan_ST.zw / _NyanSize) / _Nyan_ST.x;
float2 starUV = uv;
for (int l = 0; l < 2; ++l)
{
for (int s = 0; s < 7; ++s)
{
starUV = uv;
starUV /= _StarSize;
starUV.x += ((s*91548.92548*(l+1)) % 7.0);
starUV.y -= ((s*36598.214563*(l+1)) % 7.0);
starUV.x += _Time.y * (1+(l*0.5)) * 3;
starUV.x = starUV.x % 5;
starUV *= 1 - l * 0.1;
DrawStar(starUV, (_Time.y+s/7.0+l/6.0) * 5, c.rgb);
}
}
DrawRainbow(nyanUV, c.rgb);
DrawNyan(nyanUV, c.rgb);
return c;
}
ENDCG
}
}
}

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之前 之后
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