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Merge branch 'master' into HDRP/staging

/main
Sebastien Lagarde 6 年前
当前提交
cbd762db
共有 29 个文件被更改,包括 1193 次插入452 次删除
  1. 2
      TestProjects/LWGraphicsTest/ProjectSettings/EditorBuildSettings.asset
  2. 2
      com.unity.render-pipelines.core/CHANGELOG.md
  3. 2
      com.unity.render-pipelines.core/package.json
  4. 2
      com.unity.render-pipelines.high-definition/CHANGELOG.md
  5. 6
      com.unity.render-pipelines.high-definition/package.json
  6. 3
      com.unity.render-pipelines.lightweight/CHANGELOG.md
  7. 8
      com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGUI/LightweightShaderGUI.cs
  8. 2
      com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGUI/LightweightStandardGUI.cs
  9. 2
      com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGUI/LightweightStandardSimpleLightingGUI.cs
  10. 2
      com.unity.render-pipelines.lightweight/LWRP/LightweightPipeline.cs
  11. 4
      com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/LightweightPassLit.hlsl
  12. 4
      com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl
  13. 4
      com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Shadows.hlsl
  14. 3
      com.unity.render-pipelines.lightweight/LWRP/Shaders/LightweightStandard.shader
  15. 3
      com.unity.render-pipelines.lightweight/LWRP/Shaders/LightweightStandardSimpleLighting.shader
  16. 6
      com.unity.render-pipelines.lightweight/package.json
  17. 2
      com.unity.shadergraph/CHANGELOG.md
  18. 2
      com.unity.shadergraph/package.json
  19. 2
      com.unity.testframework.graphics/CHANGELOG.md
  20. 2
      com.unity.testframework.graphics/package.json
  21. 4
      com.unity.testing.srp.core/package.json
  22. 430
      com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/OSXEditor/Metal/020_Lighting_BasicDirectional.png
  23. 455
      com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/WindowsEditor/Direct3D11/020_Lighting_BasicDirectional.png
  24. 497
      com.unity.testing.srp.lightweight/Tests/Scenes/020_Lighting_BasicDirectional.unity
  25. 6
      com.unity.testing.srp.lightweight/package.json
  26. 87
      com.unity.testing.srp.lightweight/Tests/Scenes/020_Lighting_BasicDirectional/PhysicallyBased_NoReceiveShadows.mat
  27. 8
      com.unity.testing.srp.lightweight/Tests/Scenes/020_Lighting_BasicDirectional/PhysicallyBased_NoReceiveShadows.mat.meta
  28. 87
      com.unity.testing.srp.lightweight/Tests/Scenes/020_Lighting_BasicDirectional/SimpleLighting_NoReceiveShadows.mat
  29. 8
      com.unity.testing.srp.lightweight/Tests/Scenes/020_Lighting_BasicDirectional/SimpleLighting_NoReceiveShadows.mat.meta

2
TestProjects/LWGraphicsTest/ProjectSettings/EditorBuildSettings.asset


- enabled: 1
path: Packages/com.unity.testing.srp.lightweight/Tests/Scenes/037_Particles_Standard.unity
guid: 67bc76c89479b264aa4a5c176433ec3a
- enabled: 0
- enabled: 1
path: Packages/com.unity.testing.srp.lightweight/Tests/Scenes/040_UpgradeScene.unity
guid: 5b50bbd7a4d4f4f49b5a50ebed1ba42c
- enabled: 1

2
com.unity.render-pipelines.core/CHANGELOG.md


The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
## [3.3.0]
## [3.2.0]
## [3.1.0]

2
com.unity.render-pipelines.core/package.json


{
"name": "com.unity.render-pipelines.core",
"description": "Core library for Unity render pipelines.",
"version": "3.2.0-preview",
"version": "3.3.0-preview",
"unity": "2018.3",
"displayName": "Render Pipeline Core Library"
}

2
com.unity.render-pipelines.high-definition/CHANGELOG.md


The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
## [3.3.0-preview]
## [3.2.0-preview]
### Added

6
com.unity.render-pipelines.high-definition/package.json


{
"name": "com.unity.render-pipelines.high-definition",
"description": "HD Render Pipeline for Unity.",
"version": "3.2.0-preview",
"version": "3.3.0-preview",
"com.unity.render-pipelines.core": "3.2.0-preview",
"com.unity.shadergraph": "3.2.0-preview"
"com.unity.render-pipelines.core": "3.3.0-preview",
"com.unity.shadergraph": "3.3.0-preview"
}
}

3
com.unity.render-pipelines.lightweight/CHANGELOG.md


The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
## [3.3.0-preview]
- Receive Shadows property is now exposed in the material instead of in the renderer.
- The UI for Lightweight asset has been updated with new categories. A more clean structure and foldouts has been added to keep things organized.
### Fixed

8
com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGUI/LightweightShaderGUI.cs


public static GUIContent twoSidedText = new GUIContent("Two Sided", "Render front and back faces");
public static GUIContent alphaClipText = new GUIContent("Alpha Clip", "Enable Alpha Clip");
public static GUIContent alphaClipThresholdText = new GUIContent("Clip Threshold", "Threshold for alpha clip");
public static GUIContent receiveShadowText = new GUIContent("Receive Shadows", "Enables this material to receive shadows if there is at least one shadow casting light affecting it.");
public static readonly string[] surfaceNames = Enum.GetNames(typeof(SurfaceType));
public static readonly string[] blendNames = Enum.GetNames(typeof(BlendMode));
}

protected MaterialProperty cullingProp;
protected MaterialProperty alphaClipProp;
protected MaterialProperty alphaCutoffProp;
protected MaterialProperty receiveShadowsProp;
private bool m_FirstTimeApply = true;
public abstract void MaterialChanged(Material material);

cullingProp = FindProperty("_Cull", properties);
alphaClipProp = FindProperty("_AlphaClip", properties);
alphaCutoffProp = FindProperty("_Cutoff", properties);
receiveShadowsProp = FindProperty("_ReceiveShadows", properties);
}
public virtual void ShaderPropertiesGUI(Material material)

if (alphaClipProp.floatValue == 1)
m_MaterialEditor.ShaderProperty(alphaCutoffProp, Styles.alphaClipThresholdText, MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1);
EditorGUI.BeginChangeCheck();
bool receiveShadows = EditorGUILayout.Toggle(Styles.receiveShadowText, receiveShadowsProp.floatValue == 1.0f);
if (EditorGUI.EndChangeCheck())
receiveShadowsProp.floatValue = receiveShadows ? 1.0f : 0.0f;
EditorGUILayout.Space();
}

2
com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGUI/LightweightStandardGUI.cs


CoreUtils.SetKeyword(material, "_PARALLAXMAP", material.GetTexture("_ParallaxMap"));
CoreUtils.SetKeyword(material, "_DETAIL_MULX2", material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap"));
CoreUtils.SetKeyword(material, "_RECEIVE_SHADOWS_OFF", material.GetFloat("_ReceiveShadows") == 0.0f);
// A material's GI flag internally keeps track of whether emission is enabled at all, it's enabled but has no effect
// or is enabled and may be modified at runtime. This state depends on the values of the current flag and emissive color.
// The fixup routine makes sure that the material is in the correct state if/when changes are made to the mode or color.

2
com.unity.render-pipelines.lightweight/LWRP/Editor/ShaderGUI/LightweightStandardSimpleLightingGUI.cs


MaterialEditor.FixupEmissiveFlag(material);
bool shouldEmissionBeEnabled = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0;
CoreUtils.SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled);
CoreUtils.SetKeyword(material, "_RECEIVE_SHADOWS_OFF", material.GetFloat("_ReceiveShadows") == 0.0f);
}
private void UpdateMaterialSpecularSource(Material material)

2
com.unity.render-pipelines.lightweight/LWRP/LightweightPipeline.cs


supportedLightmapsModes = LightmapsMode.CombinedDirectional | LightmapsMode.NonDirectional,
rendererSupportsLightProbeProxyVolumes = false,
rendererSupportsMotionVectors = false,
rendererSupportsReceiveShadows = true,
rendererSupportsReceiveShadows = false,
rendererSupportsReflectionProbes = true
};
SceneViewDrawMode.SetupDrawMode();

4
com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/LightweightPassLit.hlsl


#endif
inputData.viewDirectionWS = FragmentViewDirWS(viewDir);
#ifdef _SHADOWS_ENABLED
#if defined(_SHADOWS_ENABLED) && !defined(_RECEIVE_SHADOWS_OFF)
inputData.shadowCoord = IN.shadowCoord;
#else
inputData.shadowCoord = float4(0, 0, 0, 0);

half fogFactor = ComputeFogFactor(o.clipPos.z);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#ifdef _SHADOWS_ENABLED
#if defined(_SHADOWS_ENABLED) && !defined(_RECEIVE_SHADOWS_OFF)
#if SHADOWS_SCREEN
o.shadowCoord = ComputeShadowCoord(o.clipPos);
#else

4
com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/LightweightPassLitSimple.hlsl


#endif
inputData.viewDirectionWS = FragmentViewDirWS(viewDir);
#ifdef _SHADOWS_ENABLED
#if defined(_SHADOWS_ENABLED) && !defined(_RECEIVE_SHADOWS_OFF)
inputData.shadowCoord = IN.shadowCoord;
#else
inputData.shadowCoord = float4(0, 0, 0, 0);

half fogFactor = ComputeFogFactor(o.clipPos.z);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#ifdef _SHADOWS_ENABLED
#if defined(_SHADOWS_ENABLED) && !defined(_RECEIVE_SHADOWS_OFF)
#if SHADOWS_SCREEN
o.shadowCoord = ComputeShadowCoord(o.clipPos);
#else

4
com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Shadows.hlsl


half MainLightRealtimeShadowAttenuation(float4 shadowCoord)
{
#if !defined(_SHADOWS_ENABLED)
#if !defined(_SHADOWS_ENABLED) || defined(_RECEIVE_SHADOWS_OFF)
return 1.0h;
#endif

half LocalLightRealtimeShadowAttenuation(int lightIndex, float3 positionWS)
{
#if !defined(_LOCAL_SHADOWS_ENABLED)
#if !defined(_LOCAL_SHADOWS_ENABLED) || defined(_RECEIVE_SHADOWS_OFF)
return 1.0h;
#else
float4 shadowCoord = mul(_LocalWorldToShadowAtlas[lightIndex], float4(positionWS, 1.0));

3
com.unity.render-pipelines.lightweight/LWRP/Shaders/LightweightStandard.shader


[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _Cull("__cull", Float) = 2.0
_ReceiveShadows("Receive Shadows", Float) = 1.0
}
SubShader

#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _GLOSSYREFLECTIONS_OFF
#pragma shader_feature _SPECULAR_SETUP
#pragma shader_feature _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Lightweight Pipeline keywords

3
com.unity.render-pipelines.lightweight/LWRP/Shaders/LightweightStandardSimpleLighting.shader


[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _Cull("__cull", Float) = 2.0
[ToogleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
}
SubShader

#pragma shader_feature _GLOSSINESS_FROM_BASE_ALPHA
#pragma shader_feature _NORMALMAP
#pragma shader_feature _EMISSION
#pragma shader_feature _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Lightweight Pipeline keywords

6
com.unity.render-pipelines.lightweight/package.json


{
"name": "com.unity.render-pipelines.lightweight",
"description": "Lightweight Render Pipeline for Unity.",
"version": "3.2.0-preview",
"version": "3.3.0-preview",
"com.unity.render-pipelines.core": "3.2.0-preview",
"com.unity.shadergraph": "3.2.0-preview"
"com.unity.render-pipelines.core": "3.3.0-preview",
"com.unity.shadergraph": "3.3.0-preview"
}
}

2
com.unity.shadergraph/CHANGELOG.md


## [3.3.0]
## [3.2.0]
## [3.1.0]

2
com.unity.shadergraph/package.json


{
"name": "com.unity.shadergraph",
"description": "Shader Graph",
"version": "3.2.0-preview",
"version": "3.3.0-preview",
"unity": "2018.3",
"displayName": "Shader Graph",
"dependencies": {

2
com.unity.testframework.graphics/CHANGELOG.md


The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
## [3.3.0]
## [3.2.0]
## [3.1.0]

2
com.unity.testframework.graphics/package.json


{
"name": "com.unity.testframework.graphics",
"displayName":"Graphics Tests Framework",
"version": "3.2.0-preview",
"version": "3.3.0-preview",
"unity": "2018.3",
"description": "Provides test framework helpers for writing tests for graphics code, such as image comparison assertions and automatic management of reference images.",
"keywords": ["qa", "test", "testing", "tests", "graphics"],

4
com.unity.testing.srp.core/package.json


{
"name": "com.unity.testing.srp.core",
"displayName":"Core Graphics Tests",
"version": "3.2.0-preview",
"version": "3.3.0-preview",
"com.unity.render-pipelines.core" : "3.2.0-preview"
"com.unity.render-pipelines.core" : "3.3.0-preview"
}
}

430
com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/OSXEditor/Metal/020_Lighting_BasicDirectional.png

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455
com.unity.testing.srp.lightweight/Tests/ReferenceImages/Linear/WindowsEditor/Direct3D11/020_Lighting_BasicDirectional.png

之前 之后
宽度: 640  |  高度: 360  |  大小: 65 KiB

497
com.unity.testing.srp.lightweight/Tests/Scenes/020_Lighting_BasicDirectional.unity


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