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Added Lighting debug passes for Tessellation shaders.

/Branch_Batching2
Julien Ignace 8 年前
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b21da003
共有 2 个文件被更改,包括 115 次插入0 次删除
  1. 55
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  2. 60
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTessellation.shader

55
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


Pass
{
Name "GBufferDebugLighting" // Name is not used
Tags{ "LightMode" = "GBufferDebugLighting" } // This will be only for opaque object based on the RenderQueue index
Cull[_CullMode]
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#define LIGHTING_DEBUG
#define SHADERPASS SHADERPASS_GBUFFER
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "../Lit/LitData.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
ENDHLSL
}
Pass
{
Name "Debug"
Tags{ "LightMode" = "DebugViewMaterial" }

#define SHADERPASS SHADERPASS_FORWARD
#include "../../Lighting/Forward.hlsl"
// TEMP until pragma work in include
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#include "../../Lighting/Lighting.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "../Lit/LitData.hlsl"
#include "../../ShaderPass/ShaderPassForward.hlsl"
ENDHLSL
}
Pass
{
Name "ForwardDebugLighting" // Name is not used
Tags{ "LightMode" = "ForwardDebugLighting" } // This will be only for transparent object based on the RenderQueue index
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_CullMode]
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#define LIGHTING_DEBUG
#define SHADERPASS SHADERPASS_FORWARD
#include "../../Lighting/Forward.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugLighting.hlsl"
// TEMP until pragma work in include
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS

60
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTessellation.shader


Pass
{
Name "GBufferDebugLighting" // Name is not used
Tags{ "LightMode" = "GBufferDebugLighting" } // This will be only for opaque object based on the RenderQueue index
Cull[_CullMode]
Stencil
{
Ref[_StencilRef]
Comp Always
Pass Replace
}
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#define LIGHTING_DEBUG
#define SHADERPASS SHADERPASS_GBUFFER
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
ENDHLSL
}
Pass
{
Name "Debug"
Tags { "LightMode" = "DebugViewMaterial" }

ENDHLSL
}
Pass
{
Name "ForwardDebugLighting" // Name is not used
Tags{ "LightMode" = "ForwardDebugLighting" } // This will be only for transparent object based on the RenderQueue index
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_CullMode]
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#define LIGHTING_DEBUG
#define SHADERPASS SHADERPASS_FORWARD
#include "../../Lighting/Forward.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugLighting.hlsl"
// TEMP until pragma work in include
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#include "../../Lighting/Lighting.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassForward.hlsl"
ENDHLSL
}
}
CustomEditor "Experimental.Rendering.HDPipeline.LitGUI"
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