Tim Cooper
7 年前
当前提交
aeefe219
共有 91 个文件被更改,包括 5171 次插入 和 999 次删除
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987ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode.unity.png
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16ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
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6ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/CommonLighting.hlsl
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6ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Debug.hlsl
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2ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/ImageBasedLighting.hlsl
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2ScriptableRenderPipeline/Core/package.json
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47ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
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34ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplay.hlsl
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46ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/MaterialDebug.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Decal/DecalMenuItems.cs
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94ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/EditorRenderPipelineResources/ReflectionProbesPreview.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDAssetFactory.cs
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineMenuItems.cs
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14ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDLightEditor.cs
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7ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Lit/BaseLitUI.cs
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51ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDUtils.cs
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20ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
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18ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.hlsl
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoopDef.hlsl
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoopSettings.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-clustered.compute
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Reflection/ProbeWrapper.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/HomogeneousFog.cs
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/DecalUtilities.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitDataDisplacement.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
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167ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitData.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitDataDisplacement.hlsl
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitReference.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader
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26ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs
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10ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariables.hlsl
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19ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariablesMatrixDefsHDCamera.hlsl
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariablesMatrixDefsLegacyUnity.hlsl
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4ScriptableRenderPipeline/HDRenderPipeline/package.json
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16ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineAsset.cs
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2ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineResources.asset
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1ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineResources.cs
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104ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
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30ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Core.hlsl
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9ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Lighting.hlsl
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4ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl
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6ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassShadow.hlsl
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151ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Shadows.hlsl
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8ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader
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8ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader
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8ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardTerrain.shader
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4ScriptableRenderPipeline/LightweightPipeline/package.json
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2ScriptableRenderPipeline/master-package.json
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2TestbedPipelines/BasicRenderPipeline/BasicRenderPipeline.cs
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5TestbedPipelines/OnTileDeferredPipeline/OnTileDeferredRenderPipeline.cs
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629Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode.unity
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5Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode/DoubleSideNormalTest.mat
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36Tests/Scripts/GraphicTests/Framework/TestFrameworkTools.cs
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8SampleScenes/HDTest/BakingSkyTest.meta
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1001SampleScenes/HDTest/BakingSkyTest.unity
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7SampleScenes/HDTest/BakingSkyTest.unity.meta
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180ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/GlobalIlluminationUtils.cs
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11ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/GlobalIlluminationUtils.cs.meta
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85ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightScreenSpaceShadows.shader
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9ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightScreenSpaceShadows.shader.meta
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30Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/AdditionalTestSceneInfos.asset
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/AdditionalTestSceneInfos.asset.meta
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19Tests/Scripts/GraphicTests/Framework/AdditionalTestSceneInfos.cs
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11Tests/Scripts/GraphicTests/Framework/AdditionalTestSceneInfos.cs.meta
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76SampleScenes/HDTest/BakingSkyTest/BakingSKy Profile.asset
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8SampleScenes/HDTest/BakingSkyTest/BakingSKy Profile.asset.meta
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95SampleScenes/HDTest/BakingSkyTest/GlobalSky Profile.asset
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8SampleScenes/HDTest/BakingSkyTest/GlobalSky Profile.asset.meta
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7SampleScenes/HDTest/BakingSkyTest/LightingData.asset
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8SampleScenes/HDTest/BakingSkyTest/LightingData.asset.meta
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397SampleScenes/HDTest/BakingSkyTest/Lightmap-0_comp_dir.png
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83SampleScenes/HDTest/BakingSkyTest/Lightmap-0_comp_dir.png.meta
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129SampleScenes/HDTest/BakingSkyTest/Lightmap-0_comp_light.exr
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83SampleScenes/HDTest/BakingSkyTest/Lightmap-0_comp_light.exr.meta
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682SampleScenes/HDTest/BakingSkyTest/ReflectionProbe-0.exr
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84SampleScenes/HDTest/BakingSkyTest/ReflectionProbe-0.exr.meta
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212SampleScenes/HDTest/BakingSkyTest/RoughMaterial.mat
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8SampleScenes/HDTest/BakingSkyTest/RoughMaterial.mat.meta
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76SampleScenes/HDTest/BakingSkyTest/SkyBlue Profile.asset
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8SampleScenes/HDTest/BakingSkyTest/SkyBlue Profile.asset.meta
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76SampleScenes/HDTest/BakingSkyTest/SkyGreen Profile.asset
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8SampleScenes/HDTest/BakingSkyTest/SkyGreen Profile.asset.meta
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76SampleScenes/HDTest/BakingSkyTest/SkyRed Profile.asset
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8SampleScenes/HDTest/BakingSkyTest/SkyRed Profile.asset.meta
987
ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode.unity.png
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文件差异内容过多而无法显示
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{ |
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"name": "com.unity.render-pipelines.core", |
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"description": "Core library for Unity render pipelines.", |
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"version": "0.1.28", |
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"version": "0.1.29", |
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"unity": "2018.1", |
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"dependencies": { |
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"com.unity.postprocessing": "0.1.8" |
|
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{ |
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"name": "com.unity.render-pipelines.high-definition", |
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"description": "HD Render Pipeline for Unity.", |
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"version": "0.1.28", |
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"version": "0.1.29", |
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"com.unity.render-pipelines.core": "0.1.28" |
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"com.unity.render-pipelines.core": "0.1.29" |
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} |
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} |
|
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{ |
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"name": "com.unity.render-pipelines.lightweight", |
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"description": "Lightweight Render Pipeline for Unity.", |
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"version": "0.1.28", |
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"version": "0.1.29", |
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"com.unity.render-pipelines.core": "0.1.28" |
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"com.unity.render-pipelines.core": "0.1.29" |
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} |
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} |
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fileFormatVersion: 2 |
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guid: a9790c44e9473bd4c8810927d3b0658e |
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folderAsset: yes |
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DefaultImporter: |
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externalObjects: {} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
1001
SampleScenes/HDTest/BakingSkyTest.unity
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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fileFormatVersion: 2 |
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guid: c3be815be46948b45bbdc32a09e594b2 |
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DefaultImporter: |
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externalObjects: {} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using UnityEngine.Experimental.GlobalIllumination; |
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using Unity.Collections; |
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|
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namespace UnityEngine.Experimental.Rendering.HDPipeline |
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{ |
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public class GlobalIlluminationUtils |
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{ |
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// Return true if the light must be added to the baking
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public static bool LightDataGIExtract(Light l, ref LightDataGI ld) |
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{ |
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var add = l.GetComponent<HDAdditionalLightData>(); |
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if (add == null) |
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{ |
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add = HDUtils.s_DefaultHDAdditionalLightData; |
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} |
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// TODO: Only take into account the light dimmer when we have real time GI.
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ld.instanceID = l.GetInstanceID(); |
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ld.color = add.affectDiffuse ? LinearColor.Convert(l.color, l.intensity) : LinearColor.Black(); |
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ld.indirectColor = add.affectDiffuse ? LightmapperUtils.ExtractIndirect(l) : LinearColor.Black(); |
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|
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// For HDRP we need to divide the analytic light color by PI (HDRP do explicit PI division for Lambert, but built in Unity and the GI don't)
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// We apply it on both direct and indirect are they are separated, seems that direct is no used if we used mixed mode with indirect or shadowmask bake.
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ld.color.red /= Mathf.PI; |
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ld.color.green /= Mathf.PI; |
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ld.color.blue /= Mathf.PI; |
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|
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ld.indirectColor.red /= Mathf.PI; |
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ld.indirectColor.green /= Mathf.PI; |
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ld.indirectColor.blue /= Mathf.PI; |
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|
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// Note that the HDRI is correctly integrated in the GlobalIllumination system, we don't need to do anything regarding it.
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#if UNITY_EDITOR
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ld.mode = LightmapperUtils.Extract(l.lightmapBakeType); |
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#else
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ld.mode = LightMode.Realtime; |
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#endif
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ld.shadow = (byte)(l.shadows != LightShadows.None ? 1 : 0); |
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if (add.lightTypeExtent == LightTypeExtent.Punctual) |
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{ |
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switch (l.type) |
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{ |
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case LightType.Directional: |
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ld.orientation.SetLookRotation(l.transform.forward, Vector3.up); |
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ld.position = Vector3.zero; |
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ld.range = 0.0f; |
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ld.coneAngle = 0.0f; |
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ld.innerConeAngle = 0.0f; |
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#if UNITY_EDITOR
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ld.shape0 = l.shadows != LightShadows.None ? (Mathf.Deg2Rad * l.shadowAngle) : 0.0f; |
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#else
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ld.shape0 = 0.0f; |
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#endif
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ld.shape1 = 0.0f; |
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ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Directional; |
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ld.falloff = FalloffType.Undefined; |
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break; |
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|
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case LightType.Spot: |
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|
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ld.orientation = l.transform.rotation; |
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ld.position = l.transform.position; |
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ld.range = l.range; |
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ld.coneAngle = l.spotAngle * Mathf.Deg2Rad; // coneAngle is the full angle
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ld.innerConeAngle = l.spotAngle * Mathf.Deg2Rad * add.GetInnerSpotPercent01(); |
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#if UNITY_EDITOR
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ld.shape0 = l.shadows != LightShadows.None ? l.shadowRadius : 0.0f; |
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#else
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ld.shape0 = 0.0f; |
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#endif
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ld.shape1 = 0.0f; |
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ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Spot; |
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ld.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation; |
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|
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/* |
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switch (add.spotLightShape) |
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{ |
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case SpotLightShape.Cone: |
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break; |
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case SpotLightShape.Pyramid: |
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break; |
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case SpotLightShape.Box: |
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break; |
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default: |
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Debug.Assert(false, "Encountered an unknown SpotLightShape."); |
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break; |
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} |
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*/ |
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break; |
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|
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case LightType.Point: |
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ld.orientation = Quaternion.identity; |
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ld.position = l.transform.position; |
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ld.range = l.range; |
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ld.coneAngle = 0.0f; |
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ld.innerConeAngle = 0.0f; |
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|
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#if UNITY_EDITOR
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ld.shape0 = l.shadows != LightShadows.None ? l.shadowRadius : 0.0f; |
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#else
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ld.shape0 = 0.0f; |
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#endif
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ld.shape1 = 0.0f; |
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ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Point; |
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ld.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation; |
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break; |
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// Note: We don't support this type in HDRP, but ini just in case
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case LightType.Area: |
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ld.orientation = l.transform.rotation; |
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ld.position = l.transform.position; |
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ld.range = l.range; |
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ld.coneAngle = 0.0f; |
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ld.innerConeAngle = 0.0f; |
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#if UNITY_EDITOR
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ld.shape0 = l.areaSize.x; |
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ld.shape1 = l.areaSize.y; |
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#else
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ld.shape0 = 0.0f; |
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ld.shape1 = 0.0f; |
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#endif
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ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Rectangle; |
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ld.falloff = FalloffType.Undefined; |
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break; |
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default: |
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Debug.Assert(false, "Encountered an unknown LightType."); |
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break; |
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} |
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} |
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else if (add.lightTypeExtent == LightTypeExtent.Rectangle) |
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{ |
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ld.orientation = l.transform.rotation; |
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ld.position = l.transform.position; |
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ld.range = l.range; |
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ld.coneAngle = 0.0f; |
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ld.innerConeAngle = 0.0f; |
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#if UNITY_EDITOR
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ld.shape0 = l.areaSize.x; |
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ld.shape1 = l.areaSize.y; |
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#else
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ld.shape0 = 0.0f; |
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ld.shape1 = 0.0f; |
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#endif
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// TEMP: for now, if we bake a rectangle type this will disable the light for runtime, need to speak with GI team about it!
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// ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Rectangle;
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ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Point; |
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ld.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation; |
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} |
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else if (add.lightTypeExtent == LightTypeExtent.Line) |
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{ |
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|
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} |
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else |
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{ |
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Debug.Assert(false, "Encountered an unknown LightType."); |
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} |
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return true; |
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} |
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static public Lightmapping.RequestLightsDelegate hdLightsDelegate = (Light[] requests, NativeArray<LightDataGI> lightsOutput) => |
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{ |
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// Get all lights in the scene
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LightDataGI ld = new LightDataGI(); |
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for (int i = 0; i < requests.Length; i++) |
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{ |
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Light l = requests[i]; |
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LightDataGIExtract(l, ref ld); |
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lightsOutput[i] = ld; |
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} |
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}; |
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} |
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} |
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fileFormatVersion: 2 |
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guid: fdcaf3aecf6718c4bb05a3616bcf6009 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
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Shader "Hidden/LightweightPipeline/ScreenSpaceShadows" |
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{ |
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SubShader |
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{ |
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Tags{ "RenderPipeline" = "LightweightPipeline" } |
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HLSLINCLUDE |
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//Keep compiler quiet about Shadows.hlsl. |
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#include "CoreRP/ShaderLibrary/Common.hlsl" |
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#include "CoreRP/ShaderLibrary/EntityLighting.hlsl" |
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#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl" |
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#include "LWRP/ShaderLibrary/Core.hlsl" |
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#include "LWRP/ShaderLibrary/Shadows.hlsl" |
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|
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TEXTURE2D(_CameraDepthTexture); |
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SAMPLER(sampler_CameraDepthTexture); |
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|
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struct VertexInput |
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{ |
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float4 vertex : POSITION; |
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float2 texcoord : TEXCOORD0; |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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}; |
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|
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struct Interpolators |
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{ |
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half4 pos : SV_POSITION; |
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half4 texcoord : TEXCOORD0; |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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}; |
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|
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Interpolators Vertex(VertexInput i) |
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{ |
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Interpolators o; |
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UNITY_SETUP_INSTANCE_ID(i); |
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UNITY_TRANSFER_INSTANCE_ID(i, o); |
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|
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o.pos = TransformObjectToHClip(i.vertex.xyz); |
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|
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float4 projPos = o.pos * 0.5; |
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projPos.xy = projPos.xy + projPos.w; |
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o.texcoord.xy = i.texcoord; |
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o.texcoord.zw = projPos.xy; |
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|
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return o; |
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} |
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|
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half Fragment(Interpolators i) : SV_Target |
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{ |
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UNITY_SETUP_INSTANCE_ID(i); |
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|
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float deviceDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoord.xy); |
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|
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#if UNITY_REVERSED_Z |
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deviceDepth = 1 - deviceDepth; |
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#endif |
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deviceDepth = 2 * deviceDepth - 1; //NOTE: Currently must massage depth before computing CS position. |
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|
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float3 vpos = ComputeViewSpacePosition(i.texcoord.zw, deviceDepth, unity_CameraInvProjection); |
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float3 wpos = mul(unity_CameraToWorld, float4(vpos, 1)).xyz; |
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|
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//Fetch shadow coordinates for cascade. |
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float4 coords = ComputeShadowCoord(wpos); |
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|
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return SampleShadowmap(coords); |
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} |
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|
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ENDHLSL |
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|
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Pass |
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{ |
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ZTest Always ZWrite Off |
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|
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HLSLPROGRAM |
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#pragma multi_compile _ _SHADOWS_SOFT |
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#pragma multi_compile _ _SHADOWS_CASCADE |
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|
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#pragma vertex Vertex |
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#pragma fragment Fragment |
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ENDHLSL |
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} |
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} |
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} |
|
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fileFormatVersion: 2 |
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guid: 0f854b35a0cf61a429bd5dcfea30eddd |
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ShaderImporter: |
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externalObjects: {} |
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defaultTextures: [] |
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nonModifiableTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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%YAML 1.1 |
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%TAG !u! tag:unity3d.com,2011: |
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--- !u!114 &11400000 |
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MonoBehaviour: |
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m_ObjectHideFlags: 0 |
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m_PrefabParentObject: {fileID: 0} |
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m_PrefabInternal: {fileID: 0} |
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m_GameObject: {fileID: 0} |
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m_Enabled: 1 |
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m_EditorHideFlags: 0 |
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m_Script: {fileID: 11500000, guid: 6918f3da28fdc4e47b6f4f6e669f1831, type: 3} |
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m_Name: AdditionalTestSceneInfos |
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m_EditorClassIdentifier: |
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additionalInfos: |
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- name: 1102 |
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comment: Waiting for negative values in BC6H. |
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- name: 1103 |
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comment: Waiting for negative values in BC6H. |
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- name: 1206 |
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comment: Waiting for negative values in BC6H. |
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- name: 1302 |
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comment: Open the scene and apply the correct pipeline. |
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- name: 1303 |
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comment: Open the scene and apply the correct pipeline. |
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- name: 2203 |
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comment: Scene not finished for the moment. |
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- name: 2301 |
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comment: Shadow must be fixed. |
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- name: 2004 |
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comment: No animated cookie on point light. |
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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namespace UnityEngine.Experimental.Rendering |
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{ |
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[CreateAssetMenu(fileName = "AdditionalTestSceneInfos", menuName = "Render Pipeline/Tests/AdditionalTestSceneInfos", order = 20)] |
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public class AdditionalTestSceneInfos : ScriptableObject |
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{ |
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public AdditionalTestSceneInfo[] additionalInfos; |
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[System.Serializable] |
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public struct AdditionalTestSceneInfo |
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{ |
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public string name; |
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public string comment; |
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} |
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} |
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} |
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SampleScenes/HDTest/BakingSkyTest/LightingData.asset
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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SampleScenes/HDTest/BakingSkyTest/Lightmap-0_comp_light.exr
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
|
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