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add support file for texture cube arrays and stub in commented out cookie support for later
/classicDeferredMobile
add support file for texture cube arrays and stub in commented out cookie support for later
/classicDeferredMobile
Filip Iliescu
8 年前
当前提交
b995fa16
共有 5 个文件被更改,包括 116 次插入 和 12 次删除
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3Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/ClassicDeferredPipeline.cs
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7Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/LightingTemplate.hlsl
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22Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/UnityStandardForwardMobile.cginc
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76Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/ShaderBase.h
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20Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/ShaderBase.h.meta
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#ifndef __SHADERBASE_H__ |
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#define __SHADERBASE_H__ |
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half2 DirectionToSphericalTexCoordinate(half3 dir_in) |
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{ |
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half3 dir = normalize(dir_in); |
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// coordinate frame is (-Z,X) meaning negative Z is primary axis and X is secondary axis. |
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float recipPi = 1.0 / 3.1415926535897932384626433832795; |
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return half2(1.0 - 0.5 * recipPi * atan2(dir.x, -dir.z), asin(dir.y) * recipPi + 0.5); |
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} |
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#ifdef UNITY_NO_CUBEMAP_ARRAY |
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#define UNITY_DECLARE_ABSTRACT_CUBE_ARRAY UNITY_DECLARE_TEX2DARRAY |
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#define UNITY_PASS_ABSTRACT_CUBE_ARRAY UNITY_PASS_TEX2DARRAY |
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#define UNITY_ARGS_ABSTRACT_CUBE_ARRAY UNITY_ARGS_TEX2DARRAY |
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#define UNITY_SAMPLE_ABSTRACT_CUBE_ARRAY_LOD(tex, coord, lod) UNITY_SAMPLE_TEX2DARRAY_LOD(tex, float3(DirectionToSphericalTexCoordinate((coord).xyz), (coord).w), lod) |
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#else |
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#define UNITY_DECLARE_ABSTRACT_CUBE_ARRAY UNITY_DECLARE_TEXCUBEARRAY |
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#define UNITY_PASS_ABSTRACT_CUBE_ARRAY UNITY_PASS_TEXCUBEARRAY |
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#define UNITY_ARGS_ABSTRACT_CUBE_ARRAY UNITY_ARGS_TEXCUBEARRAY |
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#define UNITY_SAMPLE_ABSTRACT_CUBE_ARRAY_LOD(tex, coord, lod) UNITY_SAMPLE_TEXCUBEARRAY_LOD(tex,coord,lod) |
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#endif |
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// can't use UNITY_REVERSED_Z since it's not enabled in compute shaders |
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#if !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLCORE) |
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#define REVERSE_ZBUF |
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#endif |
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#ifdef SHADER_API_PSSL |
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#ifndef Texture2DMS |
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#define Texture2DMS MS_Texture2D |
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#endif |
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#ifndef SampleCmpLevelZero |
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#define SampleCmpLevelZero SampleCmpLOD0 |
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#endif |
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#ifndef firstbithigh |
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#define firstbithigh FirstSetBit_Hi |
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#endif |
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#endif |
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#define __HLSL 1 |
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#define public |
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#define unistruct cbuffer |
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#define hbool bool |
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#define _CB_REGSLOT(x) : register(x) |
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#define _QALIGN(x) : packoffset(c0); |
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float FetchDepth(Texture2D depthTexture, uint2 pixCoord) |
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{ |
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float zdpth = depthTexture.Load(uint3(pixCoord.xy, 0)).x; |
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#ifdef REVERSE_ZBUF |
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zdpth = 1.0 - zdpth; |
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#endif |
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return zdpth; |
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} |
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float FetchDepthMSAA(Texture2DMS<float> depthTexture, uint2 pixCoord, uint sampleIdx) |
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{ |
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float zdpth = depthTexture.Load(pixCoord.xy, sampleIdx).x; |
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#ifdef REVERSE_ZBUF |
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zdpth = 1.0 - zdpth; |
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#endif |
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return zdpth; |
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} |
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#endif |
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fileFormatVersion: 2 |
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guid: 29c17a8a0e3839341bef6e5f440c7dac |
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timeCreated: 1467917168 |
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licenseType: Pro |
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PluginImporter: |
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serializedVersion: 1 |
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iconMap: {} |
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executionOrder: {} |
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isPreloaded: 0 |
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platformData: |
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Any: |
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enabled: 1 |
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settings: {} |
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Editor: |
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enabled: 0 |
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settings: |
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DefaultValueInitialized: true |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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