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Merge pull request #129 from Unity-Technologies/Branch_DebugShadows
Merge pull request #129 from Unity-Technologies/Branch_DebugShadows
Branch debugshadows/Branch_Batching2
GitHub
8 年前
当前提交
b702ac53
共有 17 个文件被更改,包括 1634 次插入 和 96 次删除
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106Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
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8Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.asset
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177Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
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38Assets/ScriptableRenderLoop/HDRenderPipeline/Utilities.cs
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26Assets/ScriptableRenderLoop/RenderPasses/ShadowRenderPass.cs
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26ProjectSettings/ProjectSettings.asset
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50Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs
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12Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.meta
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82Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader
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9Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader.meta
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9Assets/TestScenes/HDTest/CascadedShadowsTest.meta
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1001Assets/TestScenes/HDTest/CascadedShadowsTest.unity
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8Assets/TestScenes/HDTest/CascadedShadowsTest.unity.meta
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160Assets/TestScenes/HDTest/CascadedShadowsTest/Lit_Gray.mat
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9Assets/TestScenes/HDTest/CascadedShadowsTest/Lit_Gray.mat.meta
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9Assets/TestScenes/HDTest/HDRenderLoopTest.meta
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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 System; |
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namespace UnityEngine.Experimental.Rendering.HDPipeline |
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{ |
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[Serializable] |
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public class GlobalDebugParameters |
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{ |
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public float debugOverlayRatio = 0.33f; |
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public bool displayDebug = false; |
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public bool displayShadowDebug = false; |
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public ShadowDebugParameters shadowDebugParameters = new ShadowDebugParameters(); |
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} |
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public class DebugParameters |
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{ |
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// Material Debugging
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public int debugViewMaterial = 0; |
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// Rendering debugging
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public bool displayOpaqueObjects = true; |
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public bool displayTransparentObjects = true; |
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public bool useForwardRenderingOnly = false; // TODO: Currently there is no way to strip the extra forward shaders generated by the shaders compiler, so we can switch dynamically.
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public bool useDepthPrepass = false; |
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public bool useDistortion = true; |
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// we have to fallback to forward-only rendering when scene view is using wireframe rendering mode --
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// as rendering everything in wireframe + deferred do not play well together
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public bool ShouldUseForwardRenderingOnly() { return useForwardRenderingOnly || GL.wireframe; } |
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} |
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public enum ShadowDebugMode |
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{ |
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None, |
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VisualizeAtlas, |
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VisualizeShadowMap |
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} |
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[Serializable] |
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public class ShadowDebugParameters |
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{ |
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public bool enableShadows = true; |
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public ShadowDebugMode visualizationMode = ShadowDebugMode.None; |
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public uint visualizeShadowMapIndex = 0; |
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} |
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} |
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fileFormatVersion: 2 |
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guid: ae82efafe32ed1042a9360276bee62e6 |
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timeCreated: 1485277036 |
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licenseType: Pro |
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MonoImporter: |
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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/HDRenderPipeline/DebugDisplayShadowMap" |
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{ |
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SubShader |
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{ |
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Pass |
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{ |
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ZWrite Off |
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ZTest Off |
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Blend One Zero |
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Cull Off |
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HLSLPROGRAM |
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#pragma target 4.5 |
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#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev |
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#pragma vertex Vert |
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#pragma fragment Frag |
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#include "Common.hlsl" |
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TEXTURE2D(g_tShadowBuffer); |
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TEXTURE2D(_DummyTexture); |
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SAMPLER2D(sampler_DummyTexture); |
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float4 _TextureScaleBias; |
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struct Attributes |
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{ |
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uint vertexID : SV_VertexID; |
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}; |
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struct Varyings |
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{ |
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float4 positionCS : SV_POSITION; |
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float2 texcoord : TEXCOORD0; |
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}; |
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Varyings Vert(Attributes input) |
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{ |
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float4 positions[] = |
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{ |
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float4(-1.0, -1.0, 0.0f, 1.0), |
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float4( 1.0, -1.0, 0.0f, 1.0), |
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float4( 1.0, 1.0, 0.0f, 1.0), |
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float4( 1.0, 1.0, 0.0f, 1.0), |
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float4(-1.0, 1.0, 0.0f, 1.0), |
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float4(-1.0, -1.0, 0.0f, 1.0) |
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}; |
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float2 texcoords[] = |
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{ |
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float2(0.0, 1.0), |
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float2(1.0, 1.0), |
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float2(1.0, 0.0), |
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float2(1.0, 0.0), |
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float2(0.0, 0.0), |
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float2(0.0, 1.0), |
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}; |
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Varyings output; |
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output.positionCS = positions[input.vertexID]; |
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output.texcoord = texcoords[input.vertexID] * _TextureScaleBias.xy + _TextureScaleBias.zw; |
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return output; |
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} |
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float4 Frag(Varyings input) : SV_Target |
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{ |
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// We need the dummy texture for the sampler, but we also need to sample it in order not to get a compile error. |
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float4 dummy = SAMPLE_TEXTURE2D(_DummyTexture, sampler_DummyTexture, input.texcoord) * 0.00001; |
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return SAMPLE_TEXTURE2D(g_tShadowBuffer, sampler_DummyTexture, input.texcoord).xxxx + dummy; |
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} |
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ENDHLSL |
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} |
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} |
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Fallback Off |
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} |
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fileFormatVersion: 2 |
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timeCreated: 1476053153 |
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fileFormatVersion: 2 |
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guid: ab939294412b89e49b889738eeeb844a |
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folderAsset: yes |
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timeCreated: 1485274537 |
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licenseType: Pro |
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DefaultImporter: |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
1001
Assets/TestScenes/HDTest/CascadedShadowsTest.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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%YAML 1.1 |
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%TAG !u! tag:unity3d.com,2011: |
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--- !u!21 &2100000 |
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m_ObjectHideFlags: 0 |
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m_Name: Lit_Gray |
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m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DEPTHOFFSETENABLE_OFF _DETAIL_MAP_WITH_NORMAL |
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_NORMALMAP_TANGENT_SPACE |
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m_LightmapFlags: 4 |
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