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Merge remote-tracking branch 'refs/remotes/origin/master' into ShaderLibrary

/main
Sebastien Lagarde 8 年前
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d43d797f
共有 7 个文件被更改,包括 44 次插入18 次删除
  1. 22
      .gitignore
  2. 8
      Assets/ScriptableRenderLoop/ForwardRenderLoop/ForwardRenderLoop.cs
  3. 2
      Assets/ScriptableRenderLoop/ScriptableRenderLoopPicker.cs
  4. 12
      Assets/ScriptableRenderLoop/common/TextureCache.cs
  5. 13
      Assets/ScriptableRenderLoop/fptl/FptlLighting.cs
  6. 4
      Assets/ScriptableRenderLoop/fptl/Internal-DeferredReflections.shader
  7. 1
      Assets/ScriptableRenderLoop/fptl/renderloopfptl.asset

22
.gitignore


*.csproj
*.sln
*.suo
DataSource/app.info
DataSource/globalgamemanagers
DataSource/globalgamemanagers.assets
DataSource/level0
DataSource/Mono/etc/mono/config
DataSource/Mono/etc/mono/mconfig/config.xml
DataSource/PlayerConnectionConfigFile
DataSource/Resources/unity default resources
DataSource/sharedassets0.assets
DataSource/Resources/unity_builtin_extra
DataSource/Mono/etc/mono/1.0/machine.config
DataSource/Mono/etc/mono/2.0/machine.config
DataSource/Mono/etc/mono/2.0/web.config
*.dll
*.mdb
*.browser
*.map
*.ini
*.resS
*.exe
*.aspx

8
Assets/ScriptableRenderLoop/ForwardRenderLoop/ForwardRenderLoop.cs


using System.Collections.Generic;
using System;
using UnityEditor;
[MenuItem("Renderloop/CreateForwardRenderLoop")]
#if UNITY_EDITOR
[UnityEditor.MenuItem("Renderloop/CreateForwardRenderLoop")]
AssetDatabase.CreateAsset(instance, "Assets/forwardrenderloop.asset");
UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/forwardrenderloop.asset");
#endif
[SerializeField]
ShadowSettings m_ShadowSettings = ShadowSettings.Default;

2
Assets/ScriptableRenderLoop/ScriptableRenderLoopPicker.cs


void SyncRenderingFeatures ()
{
#if UNITY_EDITOR
#endif
}
void OnDisable ()

12
Assets/ScriptableRenderLoop/common/TextureCache.cs


using UnityEngine;
using UnityEditor;
//using System;
public class TextureCache2D : TextureCache
{

public static int ms_GlobalTextureCacheVersion = 0;
public int m_TextureCacheVersion = 0;
internal class AssetReloader : AssetPostprocessor
#if UNITY_EDITOR
internal class AssetReloader : UnityEditor.AssetPostprocessor
{
void OnPostprocessTexture(Texture texture)
{

private AssetReloader m_assetReloader;
#endif
private struct SSliceEntry
{

private int m_numTextures;
private int[] m_SortedIdxArray;
private SSliceEntry[] m_SliceArray;
private AssetReloader m_assetReloader;
Dictionary<uint, int> m_locatorInSliceArray;
private static uint g_MaxFrameCount = unchecked((uint)(-1));

13
Assets/ScriptableRenderLoop/fptl/FptlLighting.cs


using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
//[ExecuteInEditMode]
[ExecuteInEditMode]
[MenuItem("Renderloop/CreateRenderLoopFPTL")]
#if UNITY_EDITOR
[UnityEditor.MenuItem("Renderloop/CreateRenderLoopFPTL")]
AssetDatabase.CreateAsset(instance, "Assets/renderloopfptl.asset");
UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/renderloopfptl.asset");
#endif
[SerializeField]
ShadowSettings m_ShadowSettings = ShadowSettings.Default;

public Shader m_DeferredShader;
public Shader m_DeferredReflectionShader;
public Shader m_FinalPassShader;
public ComputeShader m_BuildScreenAABBShader;
public ComputeShader m_BuildPerTileLightListShader;

m_skyboxHelper = new SkyboxHelper();
m_skyboxHelper.CreateMesh();
m_blitMaterial = new Material(Shader.Find("Hidden/FinalPass"));
m_blitMaterial = new Material(m_FinalPassShader);
m_blitMaterial.hideFlags = HideFlags.HideAndDontSave;
}

4
Assets/ScriptableRenderLoop/fptl/Internal-DeferredReflections.shader


sampleDir = worldNormalRefl;
Unity_GlossyEnvironmentData g;
g.perceptualRoughness = SmoothnessToPerceptualRoughness(data.smoothness);
g.roughness = SmoothnessToPerceptualRoughness(data.smoothness);
g.reflUVW = sampleDir;
half3 env0 = Unity_GlossyEnvironment(UNITY_PASS_TEXCUBEARRAY(_reflCubeTextures), lgtDat.iSliceIndex, float4(lgtDat.fLightIntensity, lgtDat.fDecodeExp, 0.0, 0.0), g);

// TODO: remove pow, store cubemap mips differently
half roughness = pow(glossIn.perceptualRoughness, 3.0/4.0);
#else
half roughness = glossIn.perceptualRoughness; // MM: switched to this
half roughness = glossIn.roughness; // MM: switched to this
#endif
//roughness = sqrt(sqrt(2/(64.0+2))); // spec power to the square root of real roughness

1
Assets/ScriptableRenderLoop/fptl/renderloopfptl.asset


m_DeferredShader: {fileID: 4800000, guid: 1c102a89f3460254a8c413dbdcd63a2a, type: 3}
m_DeferredReflectionShader: {fileID: 4800000, guid: 3899e06d641c2cb4cbff794df0da536b,
type: 3}
m_FinalPassShader: {fileID: 4800000, guid: b0988b3639dcc0e4a9f62ae7f85660ce, type: 3}
m_BuildScreenAABBShader: {fileID: 7200000, guid: e7a739144e735934b89a42a4b9d9e23c,
type: 3}
m_BuildPerTileLightListShader: {fileID: 7200000, guid: f54ef7cb596a714488693ef9cdaf63fb,
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