浏览代码

HDRenderLoop: Rename the directory HDRenderLoop in HDRenderPipeline

/main
sebastienlagarde 8 年前
当前提交
b890244e
共有 148 个文件被更改,包括 1468 次插入165 次删除
  1. 2
      Assets/BasicRenderLoopTutorial/BasicRenderLoop.cs
  2. 2
      Assets/ScriptableRenderLoop/fptl/FptlLighting.cs
  3. 2
      Assets/ShaderGenerator/Editor/ShaderGeneratorMenu.cs
  4. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Builtin/BuiltinData.cs.hlsl
  5. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.cs.hlsl
  6. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Resources/PreIntegratedFGD.shader
  7. 6
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Editor/StandardSpecularToHDLitMaterialUpgrader.cs
  8. 6
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Editor/StandardToHDLitMaterialUpgrader.cs
  9. 10
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.shader
  10. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.cs
  11. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Attributes.hlsl
  12. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.cs.hlsl
  13. 10
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.shader
  14. 10
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  15. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl
  16. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl
  17. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl
  18. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/Resources/FinalPass.shader
  19. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugViewMaterial.cs.hlsl
  20. 10
      Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader
  21. 8
      Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader
  22. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderLoopInspector.cs
  23. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderLoopMenuItems.cs
  24. 10
      Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/UpgradeStandardShaderMaterials.cs
  25. 22
      Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderLoop.cs
  26. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl
  27. 10
      Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  28. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs.hlsl
  29. 120
      Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/Resources/shadeopaque.compute
  30. 8
      Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/Resources/Deferred.shader
  31. 12
      Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/Lighting.hlsl
  32. 6
      Assets/ScriptableRenderLoop/HDRenderPipeline/SceneSettings/CommonSettings.cs
  33. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/SkyManager.cs
  34. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/SkyManager.cs.hlsl
  35. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/SkyParameters.cs
  36. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/Resources/GGXConvolve.shader
  37. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs
  38. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader
  39. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/HDRISky/HDRISkyRenderer.cs
  40. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
  41. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/Utilities.cs
  42. 9
      Assets/ScriptableRenderLoop/HDRenderPipeline.meta
  43. 24
      Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.asset
  44. 8
      Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.asset.meta
  45. 110
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Builtin/BuiltinData.hlsl
  46. 1001
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.hlsl
  47. 151
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Material.hlsl
  48. 9
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl.meta
  49. 9
      Assets/ScriptableRenderLoop/HDRenderLoop.meta
  50. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Builtin/BuiltinData.cs.hlsl.meta
  51. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Builtin/BuiltinData.cs.meta
  52. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Builtin/BuiltinData.hlsl.meta
  53. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Builtin/BuiltinData.cs.hlsl
  54. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Builtin/BuiltinData.cs
  55. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.cs.hlsl.meta
  56. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.cs.meta
  57. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.hlsl.meta
  58. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitData.hlsl.meta
  59. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitDepthPass.hlsl
  60. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitDepthPass.hlsl.meta
  61. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitMetaPass.hlsl
  62. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitMetaPass.hlsl.meta
  63. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitSharePass.hlsl.meta
  64. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitVelocityPass.hlsl
  65. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitVelocityPass.hlsl.meta
  66. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.shader.meta
  67. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.cs.hlsl
  68. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Editor.meta
  69. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Resources.meta
  70. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Resources
  71. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LtcData.DisneyDiffuse.cs
  72. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LtcData.DisneyDiffuse.cs.meta
  73. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LtcData.GGX.cs
  74. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LtcData.GGX.cs.meta
  75. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitSurfaceData.hlsl.meta
  76. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/PatchStandardShaderToNewNamingConvention.cginc
  77. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/PatchStandardShaderToNewNamingConvention.cginc.meta
  78. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitDistortionPass.hlsl
  79. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitDistortionPass.hlsl.meta
  80. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Editor
  81. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.shader
  82. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitData.hlsl
  83. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitSharePass.hlsl
  84. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitSurfaceData.hlsl
  85. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.cs
  86. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Builtin.meta
  87. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit.meta
  88. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit.meta
  89. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Material.hlsl.meta
  90. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit.meta
  91. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Attributes.hlsl
  92. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Attributes.hlsl.meta
  93. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit
  94. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/MaterialUtilities.hlsl
  95. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/MaterialUtilities.hlsl.meta

2
Assets/BasicRenderLoopTutorial/BasicRenderLoop.cs


public class BasicRenderLoop : RenderPipelineAsset
{
#if UNITY_EDITOR
[UnityEditor.MenuItem("Renderloop/Create BasicRenderLoop")]
[UnityEditor.MenuItem("RenderPipeline/Create BasicRenderLoop")]
static void CreateBasicRenderLoop()
{
var instance = ScriptableObject.CreateInstance<BasicRenderLoop>();

2
Assets/ScriptableRenderLoop/fptl/FptlLighting.cs


public class FptlLighting : RenderPipelineAsset
{
#if UNITY_EDITOR
[UnityEditor.MenuItem("Renderloop/CreateRenderLoopFPTL")]
[UnityEditor.MenuItem("RenderPipeline/CreateRenderLoopFPTL")]
static void CreateRenderLoopFPTL()
{
var instance = ScriptableObject.CreateInstance<FptlLighting>();

2
Assets/ShaderGenerator/Editor/ShaderGeneratorMenu.cs


{
public class ShaderGeneratorMenu
{
[UnityEditor.MenuItem("Renderloop/Generate Shader Includes")]
[UnityEditor.MenuItem("RenderPipeline/Generate Shader Includes")]
static void GenerateShaderIncludes()
{
CSharpToHLSL.GenerateAll();

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Builtin/BuiltinData.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Material/Builtin/BuiltinData.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Builtin/BuiltinData.cs. Please don't edit by hand.
//
#ifndef BUILTINDATA_CS_HLSL

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.cs. Please don't edit by hand.
//
#ifndef LIT_CS_HLSL

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Resources/PreIntegratedFGD.shader


Shader "Hidden/HDRenderLoop/PreIntegratedFGD"
Shader "Hidden/HDRenderPipeline/PreIntegratedFGD"
{
SubShader {
Pass {

#include "Common.hlsl"
#include "ImageBasedLighting.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
struct Attributes

6
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Editor/StandardSpecularToHDLitMaterialUpgrader.cs


using System;
using System;
using NUnit.Framework;
using UnityEngine;

{
public StandardSpecularToHDLitMaterialUpgrader()
{
RenameShader("Standard (Specular setup)", "HDRenderLoop/LitLegacySupport");
RenameShader("Standard (Specular setup)", "HDRenderPipeline/LitLegacySupport");
RenameTexture("_MainTex", "_BaseColorMap");
RenameColor("_Color", "_BaseColor");

[Test]
public void UpgradeMaterial()
{
var newShader = Shader.Find("HDRenderLoop/LitLegacySupport");
var newShader = Shader.Find("HDRenderPipeline/LitLegacySupport");
var mat = new Material(Shader.Find("Standard (Specular setup)"));
var albedo = new Texture2D(1, 1);
var normals = new Texture2D(1, 1);

6
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Editor/StandardToHDLitMaterialUpgrader.cs


using System;
using System;
using NUnit.Framework;
using UnityEngine;

{
public StandardToHDLitMaterialUpgrader()
{
RenameShader("Standard", "HDRenderLoop/LitLegacySupport");
RenameShader("Standard", "HDRenderPipeline/LitLegacySupport");
RenameTexture("_MainTex", "_BaseColorMap");
RenameColor("_Color", "_BaseColor");

[Test]
public void UpgradeMaterial()
{
var newShader = Shader.Find("HDRenderLoop/LitLegacySupport");
var newShader = Shader.Find("HDRenderPipeline/LitLegacySupport");
var mat = new Material(Shader.Find("Standard"));
var albedo = new Texture2D(1, 1);
var normals = new Texture2D(1, 1);

10
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.shader


Shader "HDRenderLoop/Lit"
Shader "HDRenderPipeline/Lit"
{
Properties
{

//-------------------------------------------------------------------------------------
#include "common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Material/Attributes.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderPass/ShaderPass.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Attributes.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.cs


public void Build()
{
m_InitPreFGD = CreateEngineMaterial("Hidden/HDRenderLoop/PreIntegratedFGD");
m_InitPreFGD = CreateEngineMaterial("Hidden/HDRenderPipeline/PreIntegratedFGD");
m_PreIntegratedFGD = new RenderTexture(128, 128, 0, RenderTextureFormat.ARGBHalf);
m_LtcGGXMatrix = LoadLUT(TextureFormat.RGBAHalf, s_LtcGGXMatrixData);

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Attributes.hlsl


// This structure gather all possible varying/interpolator for this shader.
//-------------------------------------------------------------------------------------
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Debug/DebugViewMaterial.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugViewMaterial.cs.hlsl"
struct FragInputs
{

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Material/Unlit/Unlit.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.cs. Please don't edit by hand.
//
#ifndef UNLIT_CS_HLSL

10
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.shader


Shader "HDRenderLoop/Unlit"
Shader "HDRenderPipeline/Unlit"
{
Properties
{

//-------------------------------------------------------------------------------------
#include "common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Material/Attributes.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderPass/ShaderPass.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Attributes.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration

10
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


Shader "HDRenderLoop/LayeredLit"
Shader "HDRenderPipeline/LayeredLit"
{
Properties
{

//-------------------------------------------------------------------------------------
#include "common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Material/Attributes.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderPass/ShaderPass.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Attributes.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration

2
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/ShaderPass/ShaderPass.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs. Please don't edit by hand.
//
#ifndef SHADERPASS_CS_HLSL

2
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl


#include "Color.hlsl"
// TODO: This is the max value allowed for emissive (bad name - but keep for now to retrieve it) (It is 8^2.2 (gamma) and 8 is the limit of punctual light slider...), comme from UnityCg.cginc. Fix it!
// Ask Jesper if this can be change for HDRenderLoop
// Ask Jesper if this can be change for HDRenderPipeline
#define EMISSIVE_RGBM_SCALE 97.0
float4 Frag(PackedVaryings packedInput) : SV_Target

2
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs. Please don't edit by hand.
//
#ifndef SHADERCONFIG_CS_HLSL

4
Assets/ScriptableRenderLoop/HDRenderPipeline/PostProcess/Resources/FinalPass.shader


// Final compositing pass, just does gamma correction for now.
Shader "Hidden/HDRenderLoop/FinalPass"
Shader "Hidden/HDRenderPipeline/FinalPass"
{
Properties
{

#include "Common.hlsl"
#include "Color.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
TEXTURE2D(_MainTex);
SAMPLER2D(sampler_MainTex);

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugViewMaterial.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Debug/DebugViewMaterial.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugViewMaterial.cs. Please don't edit by hand.
//
#ifndef DEBUGVIEWMATERIAL_CS_HLSL

10
Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader


Shader "Hidden/HDRenderLoop/DebugViewMaterialGBuffer"
Shader "Hidden/HDRenderPipeline/DebugViewMaterialGBuffer"
{
SubShader
{

// CAUTION: In case deferred lighting need to support various lighting model statically, we will require to do multicompile with different define like UNITY_MATERIAL_LIT
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Debug/DebugViewMaterial.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Material/Material.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugViewMaterial.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Material.hlsl"
DECLARE_GBUFFER_TEXTURE(_GBufferTexture);

8
Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader


Shader "Hidden/HDRenderLoop/DebugViewTiles"
Shader "Hidden/HDRenderPipeline/DebugViewTiles"
{
SubShader
{

// deferred material must replace the old one here. If in the future we want to support multiple layout (cause a lot of consistency problem),
// the deferred shader will require to use multicompile.
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/Lighting.hlsl" // This include Material.hlsl
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/Lighting.hlsl" // This include Material.hlsl
//-------------------------------------------------------------------------------------
// variable declaration

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderLoopInspector.cs


namespace UnityEngine.Experimental.ScriptableRenderLoop
{
[CustomEditor(typeof(HDRenderPipeline))]
public class HDRenderLoopInspector : Editor
public class HDRenderPipelineInspector : Editor
{
private class Styles
{

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderLoopMenuItems.cs


namespace UnityEngine.Experimental.ScriptableRenderLoop
{
public class HDRenderLoopMenuItems
public class HDRenderPipelineMenuItems
[UnityEditor.MenuItem("HDRenderLoop/Create Scene Settings")]
[UnityEditor.MenuItem("HDRenderPipeline/Create Scene Settings")]
static void CreateSceneSettings()
{
CommonSettings[] settings = Object.FindObjectsOfType(typeof(CommonSettings)) as CommonSettings[];

10
Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/UpgradeStandardShaderMaterials.cs


using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

return upgraders;
}
[MenuItem("HDRenderLoop/Upgrade Materials - Project")]
[MenuItem("HDRenderPipeline/Upgrade Materials - Project")]
[MenuItem("HDRenderLoop/Upgrade Materials - Selection")]
[MenuItem("HDRenderPipeline/Upgrade Materials - Selection")]
[MenuItem("HDRenderLoop/Modify Light Intensity for Upgrade - Scene Only")]
[MenuItem("HDRenderPipeline/Modify Light Intensity for Upgrade - Scene Only")]
static void UpgradeLights()
{
Light[] lights = Light.GetLights(LightType.Directional, 0);

}
}
}
}
}

22
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderLoop.cs


namespace UnityEngine.Experimental.ScriptableRenderLoop
{
public class HDRenderLoopInstance : RenderPipeline
public class HDRenderPipelineInstance : RenderPipeline
public HDRenderLoopInstance(HDRenderPipeline owner)
public HDRenderPipelineInstance(HDRenderPipeline owner)
{
m_Owner = owner;

}
[ExecuteInEditMode]
// This HDRenderLoop assume linear lighting. Don't work with gamma.
// This HDRenderPipeline assume linear lighting. Don't work with gamma.
const string k_HDRenderLoopPath = "Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset";
const string k_HDRenderPipelinePath = "Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.asset";
[UnityEditor.MenuItem("Renderloop/CreateHDRenderLoop")]
static void CreateHDRenderLoop()
[UnityEditor.MenuItem("RenderPipeline/CreateHDRenderPipeline")]
static void CreateHDRenderPipeline()
UnityEditor.AssetDatabase.CreateAsset(instance, k_HDRenderLoopPath);
UnityEditor.AssetDatabase.CreateAsset(instance, k_HDRenderPipelinePath);
[UnityEditor.MenuItem("HDRenderLoop/Add \"Additional Light Data\" (if not present)")]
[UnityEditor.MenuItem("HDRenderPipeline/Add \"Additional Light Data\" (if not present)")]
static void AddAdditionalLightData()
{
Light[] lights = FindObjectsOfType(typeof(Light)) as Light[];

protected override IRenderPipeline InternalCreatePipeline()
{
return new HDRenderLoopInstance(this);
return new HDRenderPipelineInstance(this);
}
SkyManager m_SkyManager = new SkyManager();

m_SkyManager.Build();
m_FinalPassMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderLoop/FinalPass");
m_DebugViewMaterialGBuffer = Utilities.CreateEngineMaterial("Hidden/HDRenderLoop/DebugViewMaterialGBuffer");
m_FinalPassMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/FinalPass");
m_DebugViewMaterialGBuffer = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DebugViewMaterialGBuffer");
m_ShadowPass = new ShadowRenderPass(m_ShadowSettings);

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightDefinition.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/LightDefinition.cs. Please don't edit by hand.
//
#ifndef LIGHTDEFINITION_CS_HLSL

10
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs


s_LightList = null;
m_DeferredDirectMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderLoop/Deferred");
m_DeferredDirectMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Deferred");
m_DeferredIndirectMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderLoop/Deferred");
m_DeferredIndirectMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Deferred");
m_DeferredAllMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderLoop/Deferred");
m_DeferredAllMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Deferred");
m_DebugViewTilesMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderLoop/DebugViewTiles");
m_DebugViewTilesMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DebugViewTiles");
m_SingleDeferredMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderLoop/Deferred");
m_SingleDeferredMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Deferred");
m_SingleDeferredMaterial.EnableKeyword("LIGHTLOOP_SINGLE_PASS");
m_DefaultTexture2DArray = new Texture2DArray(1, 1, 1, TextureFormat.ARGB32, false);

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs. Please don't edit by hand.
//
#ifndef TILEPASS_CS_HLSL

120
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/Resources/shadeopaque.compute


#pragma kernel ShadeOpaque_Fptl SHADE_OPAQUE_ENTRY=ShadeOpaque_Fptl USE_FPTL_LIGHTLIST=1
#pragma kernel ShadeOpaque_Clustered SHADE_OPAQUE_ENTRY=ShadeOpaque_Clustered USE_CLUSTERED_LIGHTLIST=1
#define LIGHTLOOP_TILE_PASS 1
#define LIGHTLOOP_TILE_DIRECT 1
#define LIGHTLOOP_TILE_INDIRECT 1
#define LIGHTLOOP_TILE_ALL 1
#define USE_FPTL_LIGHTLIST 1
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "Common.hlsl"
// Note: We have fix as guidelines that we have only one deferred material (with control of GBuffer enabled). Mean a users that add a new
// deferred material must replace the old one here. If in the future we want to support multiple layout (cause a lot of consistency problem),
// the deferred shader will require to use multicompile.
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/Lighting.hlsl" // This include Material.hlsl
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
DECLARE_GBUFFER_TEXTURE(_GBufferTexture);
TEXTURE2D(_CameraDepthTexture);
SAMPLER2D(sampler_CameraDepthTexture);
RWTexture2D<float4> uavOutput;
[numthreads(TILE_SIZE, TILE_SIZE, 1)]
void SHADE_OPAQUE_ENTRY(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupId : SV_GroupID)
{
// input.positionCS is SV_Position
uint2 pixelCoord = dispatchThreadId;
PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw);
float depth = LOAD_TEXTURE2D(_CameraDepthTexture, posInput.unPositionSS).x;
UpdatePositionInput(depth, _InvViewProjMatrix, _ViewProjMatrix, posInput);
float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS);
FETCH_GBUFFER(gbuffer, _GBufferTexture, posInput.unPositionSS);
BSDFData bsdfData;
float3 bakeDiffuseLighting;
DECODE_FROM_GBUFFER(gbuffer, bsdfData, bakeDiffuseLighting);
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
float3 diffuseLighting;
float3 specularLighting;
LightLoop(V, posInput, preLightData, bsdfData, bakeDiffuseLighting, diffuseLighting, specularLighting);
uavOutput[pixelCoord] = float4(diffuseLighting + specularLighting, 1.0);
}
#pragma kernel ShadeOpaque_Fptl SHADE_OPAQUE_ENTRY=ShadeOpaque_Fptl USE_FPTL_LIGHTLIST=1
#pragma kernel ShadeOpaque_Clustered SHADE_OPAQUE_ENTRY=ShadeOpaque_Clustered USE_CLUSTERED_LIGHTLIST=1
#define LIGHTLOOP_TILE_PASS 1
#define LIGHTLOOP_TILE_DIRECT 1
#define LIGHTLOOP_TILE_INDIRECT 1
#define LIGHTLOOP_TILE_ALL 1
#define USE_FPTL_LIGHTLIST 1
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "Common.hlsl"
// Note: We have fix as guidelines that we have only one deferred material (with control of GBuffer enabled). Mean a users that add a new
// deferred material must replace the old one here. If in the future we want to support multiple layout (cause a lot of consistency problem),
// the deferred shader will require to use multicompile.
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/Lighting.hlsl" // This include Material.hlsl
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
DECLARE_GBUFFER_TEXTURE(_GBufferTexture);
TEXTURE2D(_CameraDepthTexture);
SAMPLER2D(sampler_CameraDepthTexture);
RWTexture2D<float4> uavOutput;
[numthreads(TILE_SIZE, TILE_SIZE, 1)]
void SHADE_OPAQUE_ENTRY(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupId : SV_GroupID)
{
// input.positionCS is SV_Position
uint2 pixelCoord = dispatchThreadId;
PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw);
float depth = LOAD_TEXTURE2D(_CameraDepthTexture, posInput.unPositionSS).x;
UpdatePositionInput(depth, _InvViewProjMatrix, _ViewProjMatrix, posInput);
float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS);
FETCH_GBUFFER(gbuffer, _GBufferTexture, posInput.unPositionSS);
BSDFData bsdfData;
float3 bakeDiffuseLighting;
DECODE_FROM_GBUFFER(gbuffer, bsdfData, bakeDiffuseLighting);
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
float3 diffuseLighting;
float3 specularLighting;
LightLoop(V, posInput, preLightData, bsdfData, bakeDiffuseLighting, diffuseLighting, specularLighting);
uavOutput[pixelCoord] = float4(diffuseLighting + specularLighting, 1.0);
}

8
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/Resources/Deferred.shader


Shader "Hidden/HDRenderLoop/Deferred"
Shader "Hidden/HDRenderPipeline/Deferred"
{
Properties
{

// deferred material must replace the old one here. If in the future we want to support multiple layout (cause a lot of consistency problem),
// the deferred shader will require to use multicompile.
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/Lighting.hlsl" // This include Material.hlsl
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/Lighting.hlsl" // This include Material.hlsl
//-------------------------------------------------------------------------------------
// variable declaration

12
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/Lighting.hlsl


#define HAS_LIGHTLOOP // Allow to not define LightLoop related function in Material.hlsl
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightDefinition.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightUtilities.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/LightUtilities.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shadow/Shadow.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Material/Material.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Shadow/Shadow.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Material.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePassLoop.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl"
#endif

6
Assets/ScriptableRenderLoop/HDRenderPipeline/SceneSettings/CommonSettings.cs


void OnEnable()
{
HDRenderPipeline renderLoop = Utilities.GetHDRenderLoop();
HDRenderPipeline renderLoop = Utilities.GetHDRenderPipeline();
if (renderLoop == null)
{
return;

void OnDisable()
{
HDRenderPipeline renderLoop = Utilities.GetHDRenderLoop();
HDRenderPipeline renderLoop = Utilities.GetHDRenderPipeline();
if (renderLoop == null)
{
return;

void OnSkyRendererChanged()
{
HDRenderPipeline renderLoop = Utilities.GetHDRenderLoop();
HDRenderPipeline renderLoop = Utilities.GetHDRenderPipeline();
if (renderLoop == null)
{
return;

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/SkyManager.cs


// TODO: We need to have an API to send our sky information to Enlighten. For now use a workaround through skybox/cubemap material...
m_StandardSkyboxMaterial = Utilities.CreateEngineMaterial("Skybox/Cubemap");
m_GGXConvolveMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderLoop/GGXConvolve");
m_GGXConvolveMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/GGXConvolve");
m_BuildProbabilityTablesCS = Resources.Load<ComputeShader>("BuildProbabilityTables");
m_ConditionalDensitiesKernel = m_BuildProbabilityTablesCS.FindKernel("ComputeConditionalDensities");

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/SkyManager.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Sky/SkyManager.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/SkyManager.cs. Please don't edit by hand.
//
#ifndef SKYMANAGER_CS_HLSL

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/SkyParameters.cs


protected void OnEnable()
{
HDRenderPipeline renderLoop = Utilities.GetHDRenderLoop();
HDRenderPipeline renderLoop = Utilities.GetHDRenderPipeline();
if (renderLoop == null)
{
return;

protected void OnDisable()
{
HDRenderPipeline renderLoop = Utilities.GetHDRenderLoop();
HDRenderPipeline renderLoop = Utilities.GetHDRenderPipeline();
if (renderLoop == null)
{
return;

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/Resources/GGXConvolve.shader


Shader "Hidden/HDRenderLoop/GGXConvolve"
Shader "Hidden/HDRenderPipeline/GGXConvolve"
{
SubShader
{

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/ProceduralSkyRenderer.cs


override public void Build()
{
m_ProceduralSkyMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderLoop/Sky/SkyProcedural");
m_ProceduralSkyMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Sky/SkyProcedural");
}
override public void Cleanup()

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader


Shader "Hidden/HDRenderLoop/Sky/SkyProcedural"
Shader "Hidden/HDRenderPipeline/Sky/SkyProcedural"
{
SubShader
{

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/HDRISky/HDRISkyRenderer.cs


override public void Build()
{
m_SkyHDRIMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderLoop/Sky/SkyHDRI");
m_SkyHDRIMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/Sky/SkyHDRI");
}
override public void Cleanup()

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader


Shader "Hidden/HDRenderLoop/Sky/SkyHDRI"
Shader "Hidden/HDRenderPipeline/Sky/SkyHDRI"
{
SubShader
{

4
Assets/ScriptableRenderLoop/HDRenderPipeline/Utilities.cs


m.DisableKeyword(keyword);
}
public static HDRenderPipeline GetHDRenderLoop()
public static HDRenderPipeline GetHDRenderPipeline()
Debug.LogWarning("SkyParameters component can only be used with HDRenderLoop custom RenderPipeline.");
Debug.LogWarning("SkyParameters component can only be used with HDRenderPipeline custom RenderPipeline.");
return null;
}

9
Assets/ScriptableRenderLoop/HDRenderPipeline.meta


fileFormatVersion: 2
guid: 4c38eac64d0e8344d85c9f309419d619
folderAsset: yes
timeCreated: 1483548930
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

24
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.asset


%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 0}
m_Name: HDRenderPipeline
m_EditorClassIdentifier: Assembly-CSharp:UnityEngine.Experimental.ScriptableRenderLoop:HDRenderPipeline
m_ShadowSettings:
enabled: 1
shadowAtlasWidth: 4096
shadowAtlasHeight: 4096
maxShadowDistance: 1000
directionalLightCascadeCount: 4
directionalLightCascades: {x: 0.05, y: 0.2, z: 0.3}
m_TextureSettings:
spotCookieSize: 128
pointCookieSize: 512
reflectionCubemapSize: 128

8
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.asset.meta


fileFormatVersion: 2
guid: e185fecca3c73cd47a09f1092663ef32
timeCreated: 1483549297
licenseType: Pro
NativeFormatImporter:
userData:
assetBundleName:
assetBundleVariant:

110
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Builtin/BuiltinData.hlsl


#ifndef UNITY_BUILTIN_DATA_INCLUDED
#define UNITY_BUILTIN_DATA_INCLUDED
//-----------------------------------------------------------------------------
// BuiltinData
// This structure include common data that should be present in all material
// and are independent from the BSDF parametrization.
// Note: These parameters can be store in GBuffer if the writer wants
//-----------------------------------------------------------------------------
#include "BuiltinData.cs.hlsl"
//-----------------------------------------------------------------------------
// common Encode/Decode functions
//-----------------------------------------------------------------------------
// Guideline for velocity buffer.
// We support various architecture for HDRenderPipeline
// - Forward only rendering
// - Hybrid forward/deferred opaque
// - Regular deferred
// The velocity buffer is potentially fill in several pass.
// - In gbuffer pass with extra RT
// - In forward opaque pass (Can happen even when deferred) with MRT
// - In dedicated velocity pass
// Also the velocity buffer is only fill in case of dynamic or deformable objects, static case can use camera reprojection to retrieve motion vector (<= TODO: this may be false with TAA due to jitter matrix)
// or just previous and current transform
// So here we decide the following rules:
// - A deferred material can't override the velocity buffer format of builtinData, must use appropriate function
// - If velocity buffer is enable in deferred material it is the last one
// - Velocity buffer can be optionally enabled (either in forward or deferred)
// - Velocity data can't be pack with other properties
// - Same velocity buffer is use for all scenario, so if deferred define a velocity buffer, the same is reuse for forward case.
// For these reasons we chose to avoid to pack velocity buffer with anything else in case of PackgbufferInFP16 (and also in case the format change)
// Encode/Decode velocity/distortion in a buffer (either forward of deferred)
// Design note: We assume that velocity/distortion fit into a single buffer (i.e not spread on several buffer)
void EncodeVelocity(float2 velocity, out float4 outBuffer)
{
// RT - 16:16 float
outBuffer = float4(velocity.xy, 0.0, 0.0);
}
void DecodeVelocity(float4 inBuffer, out float2 velocity)
{
velocity = inBuffer.xy;
}
void EncodeDistortion(float2 distortion, float distortionBlur, out float4 outBuffer)
{
// RT - 16:16:16:16 float
// distortionBlur in alpha for a different blend mode
outBuffer = float4(distortion, 0.0, distortionBlur);
}
void DecodeDistortion(float4 inBuffer, out float2 distortion, out float2 distortionBlur)
{
distortion = inBuffer.xy;
distortionBlur = inBuffer.a;
}
void GetBuiltinDataDebug(uint paramId, BuiltinData builtinData, inout float3 result, inout bool needLinearToSRGB)
{
switch (paramId)
{
case DEBUGVIEW_BUILTIN_BUILTINDATA_OPACITY:
result = builtinData.opacity.xxx;
break;
case DEBUGVIEW_BUILTIN_BUILTINDATA_BAKE_DIFFUSE_LIGHTING:
// TODO: require a remap
result = builtinData.bakeDiffuseLighting;
break;
case DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_COLOR:
// emissiveColor is premultiply by emissive intensity
result = (builtinData.emissiveColor / builtinData.emissiveIntensity); needLinearToSRGB = true;
break;
case DEBUGVIEW_BUILTIN_BUILTINDATA_EMISSIVE_INTENSITY:
result = builtinData.emissiveIntensity.xxx;
break;
case DEBUGVIEW_BUILTIN_BUILTINDATA_VELOCITY:
result = float3(builtinData.velocity, 0.0);
break;
case DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION:
result = float3(builtinData.distortion, 0.0);
break;
case DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION_BLUR:
result = builtinData.distortionBlur.xxx;
break;
case DEBUGVIEW_BUILTIN_BUILTINDATA_DEPTH_OFFSET:
result = builtinData.depthOffset.xxx * 10.0; // * 10 assuming 1 unity unity is 1m
break;
}
}
void GetLighTransportDataDebug(uint paramId, LighTransportData lightTransportData, inout float3 result, inout bool needLinearToSRGB)
{
switch (paramId)
{
case DEBUGVIEW_BUILTIN_LIGHTRANSPORTDATA_DIFFUSE_COLOR:
result = lightTransportData.diffuseColor; needLinearToSRGB = true;
break;
case DEBUGVIEW_BUILTIN_LIGHTRANSPORTDATA_EMISSIVE_COLOR:
// TODO: Need a tonemap ?
result = lightTransportData.emissiveColor;
break;
}
}
#endif // UNITY_BUILTIN_DATA_INCLUDED

1001
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.hlsl
文件差异内容过多而无法显示
查看文件

151
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Material.hlsl


#ifndef UNITY_MATERIAL_INCLUDED
#define UNITY_MATERIAL_INCLUDED
#include "Color.hlsl"
#include "Packing.hlsl"
#include "BSDF.hlsl"
#include "Debug.hlsl"
#include "GeometricTools.hlsl"
#include "CommonMaterial.hlsl"
#include "EntityLighting.hlsl"
#include "ImageBasedLighting.hlsl"
//-----------------------------------------------------------------------------
// BuiltinData
//-----------------------------------------------------------------------------
#include "Builtin/BuiltinData.hlsl"
//-----------------------------------------------------------------------------
// Material definition
//-----------------------------------------------------------------------------
// Here we include all the different lighting model supported by the renderloop based on define done in .shader
// Only one deferred layout is allowed for a HDRenderPipeline, this will be detect by the redefinition of GBUFFERMATERIAL_COUNT
// If GBUFFERMATERIAL_COUNT is define two time, the shaders will not compile
#ifdef UNITY_MATERIAL_LIT
#include "Lit/Lit.hlsl"
#elif defined(UNITY_MATERIAL_UNLIT)
#include "Unlit/Unlit.hlsl"
#endif
//-----------------------------------------------------------------------------
// Define for GBuffer management
//-----------------------------------------------------------------------------
#ifdef GBUFFERMATERIAL_COUNT
#if GBUFFERMATERIAL_COUNT == 2
#define OUTPUT_GBUFFER(NAME) \
out GBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \
out GBufferType1 MERGE_NAME(NAME, 1) : SV_Target1
#define DECLARE_GBUFFER_TEXTURE(NAME) \
TEXTURE2D(MERGE_NAME(NAME, 0)); \
TEXTURE2D(MERGE_NAME(NAME, 1));
#define FETCH_GBUFFER(NAME, TEX, unCoord2) \
GBufferType0 MERGE_NAME(NAME, 0) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 0), unCoord2); \
GBufferType1 MERGE_NAME(NAME, 1) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 1), unCoord2);
#define ENCODE_INTO_GBUFFER(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, NAME) EncodeIntoGBuffer(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, MERGE_NAME(NAME,0), MERGE_NAME(NAME,1))
#define DECODE_FROM_GBUFFER(NAME, BSDF_DATA, BAKE_DIFFUSE_LIGHTING) DecodeFromGBuffer(MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), BSDF_DATA, BAKE_DIFFUSE_LIGHTING)
#if SHADEROPTIONS_VELOCITY_IN_GBUFFER
#define OUTPUT_GBUFFER_VELOCITY(NAME) ,out float4 NAME : SV_Target2
#endif
#elif GBUFFERMATERIAL_COUNT == 3
#define OUTPUT_GBUFFER(NAME) \
out GBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \
out GBufferType1 MERGE_NAME(NAME, 1) : SV_Target1, \
out GBufferType2 MERGE_NAME(NAME, 2) : SV_Target2
#define DECLARE_GBUFFER_TEXTURE(NAME) \
TEXTURE2D(MERGE_NAME(NAME, 0)); \
TEXTURE2D(MERGE_NAME(NAME, 1)); \
TEXTURE2D(MERGE_NAME(NAME, 2));
#define FETCH_GBUFFER(NAME, TEX, unCoord2) \
GBufferType0 MERGE_NAME(NAME, 0) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 0), unCoord2); \
GBufferType1 MERGE_NAME(NAME, 1) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 1), unCoord2); \
GBufferType2 MERGE_NAME(NAME, 2) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 2), unCoord2);
#define ENCODE_INTO_GBUFFER(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, NAME) EncodeIntoGBuffer(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2))
#define DECODE_FROM_GBUFFER(NAME, BSDF_DATA, BAKE_DIFFUSE_LIGHTING) DecodeFromGBuffer(MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2), BSDF_DATA, BAKE_DIFFUSE_LIGHTING)
#if SHADEROPTIONS_VELOCITY_IN_GBUFFER
#define OUTPUT_GBUFFER_VELOCITY(NAME) ,out float4 NAME : SV_Target3
#endif
#elif GBUFFERMATERIAL_COUNT == 4
#define OUTPUT_GBUFFER(NAME) \
out GBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \
out GBufferType1 MERGE_NAME(NAME, 1) : SV_Target1, \
out GBufferType2 MERGE_NAME(NAME, 2) : SV_Target2, \
out GBufferType3 MERGE_NAME(NAME, 3) : SV_Target3
#define DECLARE_GBUFFER_TEXTURE(NAME) \
TEXTURE2D(MERGE_NAME(NAME, 0)); \
TEXTURE2D(MERGE_NAME(NAME, 1)); \
TEXTURE2D(MERGE_NAME(NAME, 2)); \
TEXTURE2D(MERGE_NAME(NAME, 3));
#define FETCH_GBUFFER(NAME, TEX, unCoord2) \
GBufferType0 MERGE_NAME(NAME, 0) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 0), unCoord2); \
GBufferType1 MERGE_NAME(NAME, 1) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 1), unCoord2); \
GBufferType2 MERGE_NAME(NAME, 2) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 2), unCoord2); \
GBufferType3 MERGE_NAME(NAME, 3) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 3), unCoord2);
#define ENCODE_INTO_GBUFFER(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, NAME) EncodeIntoGBuffer(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3))
#define DECODE_FROM_GBUFFER(NAME, BSDF_DATA, BAKE_DIFFUSE_LIGHTING) DecodeFromGBuffer(MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3), BSDF_DATA, BAKE_DIFFUSE_LIGHTING)
#if SHADEROPTIONS_VELOCITY_IN_GBUFFER
#define OUTPUT_GBUFFER_VELOCITY(NAME) ,out float4 NAME : SV_Target4
#endif
#elif GBUFFERMATERIAL_COUNT == 5
#define OUTPUT_GBUFFER(NAME) \
out GBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \
out GBufferType1 MERGE_NAME(NAME, 1) : SV_Target1, \
out GBufferType2 MERGE_NAME(NAME, 2) : SV_Target2, \
out GBufferType3 MERGE_NAME(NAME, 3) : SV_Target3, \
out GBufferType4 MERGE_NAME(NAME, 4) : SV_Target4
#define DECLARE_GBUFFER_TEXTURE(NAME) \
TEXTURE2D(MERGE_NAME(NAME, 0)); \
TEXTURE2D(MERGE_NAME(NAME, 1)); \
TEXTURE2D(MERGE_NAME(NAME, 2)); \
TEXTURE2D(MERGE_NAME(NAME, 3)); \
TEXTURE2D(MERGE_NAME(NAME, 4));
#define FETCH_GBUFFER(NAME, TEX, unCoord2) \
GBufferType0 MERGE_NAME(NAME, 0) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 0), unCoord2); \
GBufferType1 MERGE_NAME(NAME, 1) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 1), unCoord2); \
GBufferType2 MERGE_NAME(NAME, 2) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 2), unCoord2); \
GBufferType3 MERGE_NAME(NAME, 3) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 3), unCoord2); \
GBufferType4 MERGE_NAME(NAME, 4) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 4), unCoord2);
#define ENCODE_INTO_GBUFFER(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, NAME) EncodeIntoGBuffer(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3), MERGE_NAME(NAME, 4))
#define DECODE_FROM_GBUFFER(NAME, BSDF_DATA, BAKE_DIFFUSE_LIGHTING) DecodeFromGBuffer(MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3), MERGE_NAME(NAME, 4), BSDF_DATA, BAKE_DIFFUSE_LIGHTING)
#if SHADEROPTIONS_VELOCITY_IN_GBUFFER
#define OUTPUT_GBUFFER_VELOCITY(NAME) ,out float4 NAME : SV_Target5
#endif
#endif
#if SHADEROPTIONS_VELOCITY_IN_GBUFFER
#define ENCODE_VELOCITY_INTO_GBUFFER(VELOCITY, NAME) EncodeVelocity(VELOCITY, NAME)
#else
#define OUTPUT_GBUFFER_VELOCITY(NAME)
#define ENCODE_VELOCITY_INTO_GBUFFER(VELOCITY, NAME)
#endif
#endif // #ifdef GBUFFERMATERIAL_COUNT
#endif // UNITY_MATERIAL_INCLUDED

9
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl.meta


fileFormatVersion: 2
guid: 2c2d7b256f4650943b60cc4ef1c7aeaa
timeCreated: 1483548875
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

9
Assets/ScriptableRenderLoop/HDRenderLoop.meta


fileFormatVersion: 2
guid: efe43be6d4923e441a2d4b20b3783b7f
folderAsset: yes
timeCreated: 1474540060
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Builtin/BuiltinData.cs.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Builtin/BuiltinData.cs.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Builtin/BuiltinData.cs.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Builtin/BuiltinData.cs.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Builtin/BuiltinData.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Builtin/BuiltinData.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Builtin/BuiltinData.cs.hlsl → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Builtin/BuiltinData.cs.hlsl

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Builtin/BuiltinData.cs → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Builtin/BuiltinData.cs

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.cs.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.cs.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.cs.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.cs.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitData.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitData.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitDepthPass.hlsl → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitDepthPass.hlsl

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitDepthPass.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitDepthPass.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitMetaPass.hlsl → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitMetaPass.hlsl

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitMetaPass.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitMetaPass.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitSharePass.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitSharePass.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitVelocityPass.hlsl → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitVelocityPass.hlsl

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitVelocityPass.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitVelocityPass.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.shader.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.shader.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.cs.hlsl → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.cs.hlsl

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Editor.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Editor.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Resources.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Resources.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Resources → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Resources

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LtcData.DisneyDiffuse.cs → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LtcData.DisneyDiffuse.cs

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LtcData.DisneyDiffuse.cs.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LtcData.DisneyDiffuse.cs.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LtcData.GGX.cs → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LtcData.GGX.cs

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LtcData.GGX.cs.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LtcData.GGX.cs.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitSurfaceData.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitSurfaceData.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/PatchStandardShaderToNewNamingConvention.cginc → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/PatchStandardShaderToNewNamingConvention.cginc

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/PatchStandardShaderToNewNamingConvention.cginc.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/PatchStandardShaderToNewNamingConvention.cginc.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitDistortionPass.hlsl → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitDistortionPass.hlsl

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitDistortionPass.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitDistortionPass.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Editor → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Editor

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.shader → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.shader

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitData.hlsl → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitData.hlsl

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitSharePass.hlsl → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitSharePass.hlsl

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitSurfaceData.hlsl → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitSurfaceData.hlsl

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.cs → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.cs

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Builtin.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Builtin.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Material.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Material.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Unlit.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Attributes.hlsl → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Attributes.hlsl

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Attributes.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Attributes.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Unlit → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/MaterialUtilities.hlsl → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/MaterialUtilities.hlsl

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/MaterialUtilities.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/MaterialUtilities.hlsl.meta

部分文件因为文件数量过多而无法显示

正在加载...
取消
保存