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Merge pull request #636 from Unity-Technologies/Branch_FixCreateHDResources

Fixed various shader paths in the Create HD Resource method.
/main
GitHub 7 年前
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d29d01a7
共有 2 个文件被更改,包括 5 次插入4 次删除
  1. 8
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDAssetFactory.cs
  2. 1
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/LightLoop.cs

8
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDAssetFactory.cs


newAsset.buildMaterialFlagsShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/materialflags.compute");
newAsset.deferredComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/Deferred.compute");
newAsset.deferredDirectionalShadowComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/DeferredDirectionalShadow.compute");
newAsset.deferredDirectionalShadowComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/DeferredDirectionalShadow.compute");
// SceneSettings
// These shaders don't need to be reference by RenderPipelineResource as they are not use at runtime (only to draw in editor)

// Sky
newAsset.blitCubemap = Load<Shader>(HDRenderPipelinePath + "Sky/BlitCubemap.shader");
newAsset.buildProbabilityTables = Load<ComputeShader>(HDRenderPipelinePath + "Sky/BuildProbabilityTables.compute");
newAsset.computeGgxIblSampleData = Load<ComputeShader>(HDRenderPipelinePath + "Sky/ComputeGgxIblSampleData.compute");
newAsset.GGXConvolve = Load<Shader>(HDRenderPipelinePath + "Sky/GGXConvolve.shader");
newAsset.buildProbabilityTables = Load<ComputeShader>(HDRenderPipelinePath + "Material/GGXConvolution/BuildProbabilityTables.compute");
newAsset.computeGgxIblSampleData = Load<ComputeShader>(HDRenderPipelinePath + "Material/GGXConvolution/ComputeGgxIblSampleData.compute");
newAsset.GGXConvolve = Load<Shader>(HDRenderPipelinePath + "Material/GGXConvolution/GGXConvolve.shader");
newAsset.opaqueAtmosphericScattering = Load<Shader>(HDRenderPipelinePath + "Sky/OpaqueAtmosphericScattering.shader");
newAsset.encodeBC6HCS = Load<ComputeShader>(CorePath + "Resources/EncodeBC6H.compute");

1
ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/LightLoop.cs


else if (light.lightType == LightType.Spot && additionalLightData.spotLightShape != SpotLightShape.Cone)
{
// Projectors lights must always have a cookie texture.
// As long as the cache is a texture array and not an atlas, the 4x4 white texture will be rescaled to 128
lightData.cookieIndex = m_CookieTexArray.FetchSlice(cmd, Texture2D.whiteTexture);
}

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