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Add light on tesselation test.

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Remy 7 年前
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共有 18 个文件被更改,包括 1953 次插入0 次删除
  1. 1001
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation.unity.png
  2. 83
      ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation.unity.png.meta
  3. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation.meta
  4. 7
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation.unity.meta
  5. 85
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation/HDRP_Default_Sky_SmallDist.asset
  6. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation/HDRP_Default_Sky_SmallDist.asset.meta
  7. 74
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation/HDRP_ReflectionProbe256.asset
  8. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation/HDRP_ReflectionProbe256.asset.meta
  9. 212
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation/ProbeVisualizer.mat
  10. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation/ProbeVisualizer.mat.meta
  11. 70
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation/ReflectionProbeToTexture.cs
  12. 11
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation/ReflectionProbeToTexture.cs.meta
  13. 228
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation/Tess_Displace.mat
  14. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation/Tess_Displace.mat.meta
  15. 129
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation/TexCubeToTex2D.shader
  16. 9
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation/TexCubeToTex2D.shader.meta

1001
ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation.unity.png
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70
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation/ReflectionProbeToTexture.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[ExecuteInEditMode, RequireComponent(typeof(RawImage))]
public class ReflectionProbeToTexture : MonoBehaviour
{
[SerializeField] private ReflectionProbe targetProbe;
[SerializeField] private bool correctGamma = false;
private Material blitMat;
private Texture probeTexture;
private Texture2D texture;
private int renderID;
private void Start()
{
//Convert();
}
[ContextMenu("Refresh")]
public void Convert ()
{
if (targetProbe != null)
{
if (texture != null) DestroyImmediate(texture);
texture = new Texture2D(targetProbe.resolution * 4, targetProbe.resolution * 3) { wrapMode = TextureWrapMode.Clamp };
if (blitMat != null) DestroyImmediate(blitMat);
blitMat = new Material(Shader.Find("Hiddent/HDRP/Tests/TexCubeToTex2D"));
blitMat.SetFloat("_CorrectGamma", correctGamma ? 1 : 0);
RenderTexture dest = new RenderTexture(texture.width, texture.height, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default);
while (!targetProbe.IsFinishedRendering(renderID)) { };
probeTexture = targetProbe.texture;
Graphics.Blit(probeTexture, dest, blitMat);
// Readback the rendered texture
var oldActive = RenderTexture.active;
RenderTexture.active = dest;
texture.ReadPixels(new Rect(0, 0, texture.width, texture.height), 0, 0);
RenderTexture.active = oldActive;
texture.Apply();
GetComponent<RawImage>().texture = texture;
}
}
[ContextMenu("RenderProbe")]
public void RenderProbe()
{
if (targetProbe != null)
{
renderID = targetProbe.RenderProbe();
StartCoroutine(WaitForRenderRoutine());
}
}
IEnumerator WaitForRenderRoutine()
{
while (!targetProbe.IsFinishedRendering(renderID)) yield return null;
Convert();
}
}

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m_Texture: {fileID: 2800000, guid: 9afbfdeb6447dc74089f286f49995089, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 2800000, guid: 57fce5aa5865eaa4fbb2111399715db7, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _NormalMapOS:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SpecularColorMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SubsurfaceMaskMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _SubsurfaceRadiusMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _TangentMapOS:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ThicknessMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _TransmittanceColorMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
- _AORemapMax: 1
- _AORemapMin: 0
- _ATDistance: 1
- _AlbedoAffectEmissive: 0
- _AlphaCutoff: 0.5
- _AlphaCutoffEnable: 0
- _AlphaCutoffPostpass: 0.5
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- _Anisotropy: 0
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- _CoatCoverage: 1
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- _CoatMask: 1
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- _CullModeForward: 2
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- _DetailSmoothnessScale: 1
- _DiffusionProfile: 0
- _DisplacementLockObjectScale: 1
- _DisplacementLockTilingScale: 1
- _DisplacementMode: 1
- _DistortionBlendMode: 0
- _DistortionBlurBlendMode: 0
- _DistortionBlurDstBlend: 1
- _DistortionBlurRemapMax: 1
- _DistortionBlurRemapMin: 0
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- _DistortionDepthTest: 1
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- _DistortionEnable: 0
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- _IOR: 1
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- _PPDMinSamples: 6
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- _TessellationFactorMaxDistance: 100
- _TessellationFactorMinDistance: 99
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- _TessellationShapeFactor: 0.5
- _TexWorldScale: 1
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- _ThicknessMultiplier: 1
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- _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
- _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0}
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10
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation/Tess_Displace.mat.meta


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129
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation/TexCubeToTex2D.shader


Shader "Hiddent/HDRP/Tests/TexCubeToTex2D"
{
Properties
{
_MainTex ("Texture", Cube) = "white" {}
_CorrectGamma ("Correct Gamma", float ) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
samplerCUBE _MainTex;
bool _CorrectGamma;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float3 coords = float3(0,0,0);
coords.x = cos( i.uv.x * UNITY_PI * 2 );
coords.z = sin( i.uv.x * UNITY_PI * 2 );
coords.y = sin((i.uv.y * 2 - 1) * UNITY_PI * 0.5);
coords.xz *= 1 - abs(coords.y);
fixed4 col = fixed4(1,1,1,1);
if (i.uv.x < 0.25)
{
if (i.uv.y < 0.3333333)
col.a *= 0;
else if (i.uv.y < 0.6666666)
{
coords.x = saturate(i.uv.x * 4) * 2 - 1;
coords.y = clamp((i.uv.y * 2 - 1) * 3, -1, 1);
coords.z = 1;
}
else
col.a *= 0;
}
else if (i.uv.x < 0.5)
{
if (i.uv.y < 0.3333333)
{
coords.x = ((i.uv.y * 3) * 2 - 1);
coords.y = -1;
}
else if (i.uv.y < 0.6666666)
{
coords.x = 1;
coords.y = (i.uv.y * 2 - 1) * 3;
}
else
{
coords.x = -(((i.uv.y-.6666666) * 3) * 2 - 1);
coords.y = 1;
}
coords.z = -(saturate((i.uv.x - 0.25) * 4) * 2 - 1);
}
else if (i.uv.x < 0.75)
{
if (i.uv.y < 0.3333333)
col.a *= 0;
else if (i.uv.y < 0.6666666)
{
coords.x = -(saturate((i.uv.x-0.5) * 4) * 2 - 1);
coords.y = (i.uv.y * 2 - 1) * 3;
coords.z = -1;
}
else
col.a *= 0;
}
else
{
if (i.uv.y < 0.3333333)
col.a *= 0;
else if (i.uv.y < 0.6666666)
{
coords.x = -1;
coords.y = (i.uv.y * 2 - 1) * 3;
coords.z = saturate((i.uv.x - 0.75) * 4) * 2 - 1;
}
else
col.a *= 0;
}
coords = normalize(coords);
col.rgb *= texCUBE(_MainTex, coords).rgb;
if (_CorrectGamma == 1)
col.rgb = pow(col.rgb, 0.4545454545); // Gamma Correction
return col;
}
ENDCG
}
}
}

9
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2401_Light_on_Tesselation/TexCubeToTex2D.shader.meta


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