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dupplicate BasicRenderLoopTutorial renderloop to make various tests about batching
/batch_rendering
dupplicate BasicRenderLoopTutorial renderloop to make various tests about batching
/batch_rendering
arnaudcarre
8 年前
当前提交
d4b4b0be
共有 31 个文件被更改,包括 3698 次插入 和 3 次删除
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2ProjectSettings/ProjectVersion.txt
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9Assets/TestScenes/HDTest/LayeredLitTest/Mesh/Materials.meta
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248Assets/BasicRenderBatching/BasicBatching.unity
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8Assets/BasicRenderBatching/BasicBatching.unity.meta
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13Assets/BasicRenderBatching/BasicRenderBatching.asset
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8Assets/BasicRenderBatching/BasicRenderBatching.asset.meta
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190Assets/BasicRenderBatching/BasicRenderBatching.cs
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12Assets/BasicRenderBatching/BasicRenderBatching.cs.meta
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1001Assets/BasicRenderBatching/BasicRenderBatching.unity
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8Assets/BasicRenderBatching/BasicRenderBatching.unity.meta
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227Assets/BasicRenderBatching/BasicRenderBatchingShader.shader
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- _OcclusionStrength: 1 |
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--- !u!114 &11400000 |
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|
|||
using UnityEngine; |
|||
using UnityEngine.Rendering; |
|||
using UnityEngine.Experimental.Rendering; |
|||
|
|||
// Very basic scriptable rendering loop example:
|
|||
// - Use with BasicRenderLoopShader.shader (the loop expects "BasicPass" pass type to exist)
|
|||
// - Supports up to 8 enabled lights in the scene (directional, point or spot)
|
|||
// - Does the same physically based BRDF as the Standard shader
|
|||
// - No shadows
|
|||
// - This loop also does not setup lightmaps, light probes, reflection probes or light cookies
|
|||
|
|||
[ExecuteInEditMode] |
|||
public class BasicRenderBatching : RenderPipeline |
|||
{ |
|||
|
|||
#if UNITY_EDITOR
|
|||
[UnityEditor.MenuItem("Renderloop/Create BasicRenderBatching")] |
|||
static void CreateBasicRenderLoop() |
|||
{ |
|||
var instance = ScriptableObject.CreateInstance<BasicRenderBatching>(); |
|||
UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/BasicRenderBatching/BasicRenderBatching.asset"); |
|||
} |
|||
#endif
|
|||
|
|||
private ShaderPassName shaderPassBasic; |
|||
|
|||
public void OnEnable() |
|||
{ |
|||
Rebuild(); |
|||
} |
|||
|
|||
public override void Initialize() |
|||
{ |
|||
shaderPassBasic = new ShaderPassName("BasicPass"); |
|||
} |
|||
|
|||
// Main entry point for our scriptable render loop
|
|||
public override void Render(Camera[] cameras, RenderLoop loop) |
|||
{ |
|||
foreach (var camera in cameras) |
|||
{ |
|||
// Culling
|
|||
CullingParameters cullingParams; |
|||
if (!CullResults.GetCullingParameters (camera, out cullingParams)) |
|||
continue; |
|||
CullResults cull = CullResults.Cull (ref cullingParams, loop); |
|||
|
|||
// Setup camera for rendering (sets render target, view/projection matrices and other
|
|||
// per-camera built-in shader variables).
|
|||
loop.SetupCameraProperties (camera); |
|||
|
|||
// clear depth buffer
|
|||
var cmd = new CommandBuffer(); |
|||
cmd.ClearRenderTarget(true, false, Color.black); |
|||
loop.ExecuteCommandBuffer(cmd); |
|||
cmd.Release(); |
|||
|
|||
// Setup global lighting shader variables
|
|||
SetupLightShaderVariables (cull.visibleLights, loop); |
|||
|
|||
// Draw opaque objects using BasicPass shader pass
|
|||
var settings = new DrawRendererSettings (cull, camera, shaderPassBasic); |
|||
settings.sorting.flags = SortFlags.CommonOpaque; |
|||
settings.inputFilter.SetQueuesOpaque (); |
|||
loop.DrawRenderers (ref settings); |
|||
|
|||
// Draw skybox
|
|||
loop.DrawSkybox (camera); |
|||
|
|||
// Draw transparent objects using BasicPass shader pass
|
|||
settings.sorting.flags = SortFlags.CommonTransparent; |
|||
settings.inputFilter.SetQueuesTransparent (); |
|||
loop.DrawRenderers (ref settings); |
|||
|
|||
loop.Submit (); |
|||
} |
|||
} |
|||
|
|||
|
|||
// Setup lighting variables for shader to use
|
|||
static void SetupLightShaderVariables (VisibleLight[] lights, RenderLoop loop) |
|||
{ |
|||
// We only support up to 8 visible lights here. More complex approaches would
|
|||
// be doing some sort of per-object light setups, but here we go for simplest possible
|
|||
// approach.
|
|||
const int kMaxLights = 8; |
|||
// Just take first 8 lights. Possible improvements: sort lights by intensity or distance
|
|||
// to the viewer, so that "most important" lights in the scene are picked, and not the 8
|
|||
// that happened to be first.
|
|||
int lightCount = Mathf.Min (lights.Length, kMaxLights); |
|||
|
|||
// Prepare light data
|
|||
Vector4[] lightColors = new Vector4[kMaxLights]; |
|||
Vector4[] lightPositions = new Vector4[kMaxLights]; |
|||
Vector4[] lightSpotDirections = new Vector4[kMaxLights]; |
|||
Vector4[] lightAtten = new Vector4[kMaxLights]; |
|||
for (var i = 0; i < lightCount; ++i) |
|||
{ |
|||
VisibleLight light = lights[i]; |
|||
lightColors[i] = light.finalColor; |
|||
if (light.lightType == LightType.Directional) |
|||
{ |
|||
// light position for directional lights is: (-direction, 0)
|
|||
var dir = light.localToWorld.GetColumn (2); |
|||
lightPositions[i] = new Vector4 (-dir.x, -dir.y, -dir.z, 0); |
|||
} |
|||
else |
|||
{ |
|||
// light position for point/spot lights is: (position, 1)
|
|||
var pos = light.localToWorld.GetColumn (3); |
|||
lightPositions[i] = new Vector4 (pos.x, pos.y, pos.z, 1); |
|||
} |
|||
// attenuation set in a way where distance attenuation can be computed:
|
|||
// float lengthSq = dot(toLight, toLight);
|
|||
// float atten = 1.0 / (1.0 + lengthSq * LightAtten[i].z);
|
|||
// and spot cone attenuation:
|
|||
// float rho = max (0, dot(normalize(toLight), SpotDirection[i].xyz));
|
|||
// float spotAtt = (rho - LightAtten[i].x) * LightAtten[i].y;
|
|||
// spotAtt = saturate(spotAtt);
|
|||
// and the above works for all light types, i.e. spot light code works out
|
|||
// to correct math for point & directional lights as well.
|
|||
|
|||
float rangeSq = light.range * light.range; |
|||
|
|||
float quadAtten = (light.lightType == LightType.Directional) ? 0.0f : 25.0f / rangeSq; |
|||
|
|||
// spot direction & attenuation
|
|||
if (light.lightType == LightType.Spot) |
|||
{ |
|||
var dir = light.localToWorld.GetColumn (2); |
|||
lightSpotDirections[i] = new Vector4 (-dir.x, -dir.y, -dir.z, 0); |
|||
|
|||
float radAngle = Mathf.Deg2Rad * light.spotAngle; |
|||
float cosTheta = Mathf.Cos (radAngle * 0.25f); |
|||
float cosPhi = Mathf.Cos (radAngle * 0.5f); |
|||
float cosDiff = cosTheta - cosPhi; |
|||
lightAtten[i] = new Vector4 (cosPhi, (cosDiff != 0.0f) ? 1.0f / cosDiff : 1.0f, quadAtten, rangeSq); |
|||
} |
|||
else |
|||
{ |
|||
// non-spot light
|
|||
lightSpotDirections[i] = new Vector4 (0, 0, 1, 0); |
|||
lightAtten[i] = new Vector4 (-1, 1, quadAtten, rangeSq); |
|||
} |
|||
} |
|||
|
|||
// ambient lighting spherical harmonics values
|
|||
const int kSHCoefficients = 7; |
|||
Vector4[] shConstants = new Vector4[kSHCoefficients]; |
|||
SphericalHarmonicsL2 ambientSH = RenderSettings.ambientProbe * RenderSettings.ambientIntensity; |
|||
GetShaderConstantsFromNormalizedSH (ref ambientSH, shConstants); |
|||
|
|||
// setup global shader variables to contain all the data computed above
|
|||
CommandBuffer cmd = new CommandBuffer(); |
|||
cmd.SetGlobalVectorArray ("globalLightColor", lightColors); |
|||
cmd.SetGlobalVectorArray ("globalLightPos", lightPositions); |
|||
cmd.SetGlobalVectorArray ("globalLightSpotDir", lightSpotDirections); |
|||
cmd.SetGlobalVectorArray ("globalLightAtten", lightAtten); |
|||
cmd.SetGlobalVector ("globalLightCount", new Vector4 (lightCount, 0, 0, 0)); |
|||
cmd.SetGlobalVectorArray ("globalSH", shConstants); |
|||
loop.ExecuteCommandBuffer (cmd); |
|||
cmd.Dispose (); |
|||
} |
|||
|
|||
|
|||
// Prepare L2 spherical harmonics values for efficient evaluation in a shader
|
|||
static void GetShaderConstantsFromNormalizedSH (ref SphericalHarmonicsL2 ambientProbe, Vector4[] outCoefficients) |
|||
{ |
|||
for (int channelIdx = 0; channelIdx < 3; ++channelIdx) |
|||
{ |
|||
// Constant + Linear
|
|||
// In the shader we multiply the normal is not swizzled, so it's normal.xyz.
|
|||
// Swizzle the coefficients to be in { x, y, z, DC } order.
|
|||
outCoefficients[channelIdx].x = ambientProbe[channelIdx, 3]; |
|||
outCoefficients[channelIdx].y = ambientProbe[channelIdx, 1]; |
|||
outCoefficients[channelIdx].z = ambientProbe[channelIdx, 2]; |
|||
outCoefficients[channelIdx].w = ambientProbe[channelIdx, 0] - ambientProbe[channelIdx, 6]; |
|||
// Quadratic polynomials
|
|||
outCoefficients[channelIdx + 3].x = ambientProbe[channelIdx, 4]; |
|||
outCoefficients[channelIdx + 3].y = ambientProbe[channelIdx, 5]; |
|||
outCoefficients[channelIdx + 3].z = ambientProbe[channelIdx, 6] * 3.0f; |
|||
outCoefficients[channelIdx + 3].w = ambientProbe[channelIdx, 7]; |
|||
} |
|||
// Final quadratic polynomial
|
|||
outCoefficients[6].x = ambientProbe[0, 8]; |
|||
outCoefficients[6].y = ambientProbe[1, 8]; |
|||
outCoefficients[6].z = ambientProbe[2, 8]; |
|||
outCoefficients[6].w = 1.0f; |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: b0a40fa06884da24098bdd023d832040 |
|||
timeCreated: 1481127266 |
|||
licenseType: Pro |
|||
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|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
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1001
Assets/BasicRenderBatching/BasicRenderBatching.unity
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
|
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fileFormatVersion: 2 |
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guid: 6b062cd7f1c7899489ab01025690e7a3 |
|||
timeCreated: 1481127202 |
|||
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|||
DefaultImporter: |
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userData: |
|||
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|
|||
// Example shader for a scriptable render loop that calculates multiple lights |
|||
// in a single forward-rendered shading pass. Uses same PBR shading model as the |
|||
// Standard shader. |
|||
// |
|||
// The parameters and inspector of the shader are the same as Standard shader, |
|||
// for easier experimentation. |
|||
Shader "RenderLoop/Batching/Standard" |
|||
{ |
|||
// Properties is just a copy of Standard.shader. Our example shader does not use all of them, |
|||
// but the inspector UI expects all these to exist. |
|||
Properties |
|||
{ |
|||
_Color("Color", Color) = (1,1,1,1) |
|||
_MainTex("Albedo", 2D) = "white" {} |
|||
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 |
|||
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 |
|||
_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0 |
|||
[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0 |
|||
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 |
|||
_MetallicGlossMap("Metallic", 2D) = "white" {} |
|||
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 |
|||
[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0 |
|||
_BumpScale("Scale", Float) = 1.0 |
|||
_BumpMap("Normal Map", 2D) = "bump" {} |
|||
_Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02 |
|||
_ParallaxMap ("Height Map", 2D) = "black" {} |
|||
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 |
|||
_OcclusionMap("Occlusion", 2D) = "white" {} |
|||
_EmissionColor("Color", Color) = (0,0,0) |
|||
_EmissionMap("Emission", 2D) = "white" {} |
|||
_DetailMask("Detail Mask", 2D) = "white" {} |
|||
_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} |
|||
_DetailNormalMapScale("Scale", Float) = 1.0 |
|||
_DetailNormalMap("Normal Map", 2D) = "bump" {} |
|||
[Enum(UV0,0,UV1,1)] _UVSec("UV Set for secondary textures", Float) = 0 |
|||
[HideInInspector] _Mode("__mode", Float) = 0.0 |
|||
[HideInInspector] _SrcBlend("__src", Float) = 1.0 |
|||
[HideInInspector] _DstBlend("__dst", Float) = 0.0 |
|||
[HideInInspector] _ZWrite("__zw", Float) = 1.0 |
|||
} |
|||
|
|||
SubShader |
|||
{ |
|||
Tags { "RenderType" = "Opaque" "PerformanceChecks" = "False" } |
|||
LOD 300 |
|||
|
|||
// Include forward (base + additive) pass from regular Standard shader. |
|||
// They are not used by the scriptable render loop; only here so that |
|||
// if we turn off our example loop, then regular forward rendering kicks in |
|||
// and objects look just like with a Standard shader. |
|||
UsePass "Standard/FORWARD" |
|||
UsePass "Standard/FORWARD_DELTA" |
|||
|
|||
|
|||
// Multiple lights at once pass, for our example Basic render loop. |
|||
Pass |
|||
{ |
|||
Tags { "LightMode" = "BasicPass" } |
|||
|
|||
// Use same blending / depth states as Standard shader |
|||
Blend[_SrcBlend][_DstBlend] |
|||
ZWrite[_ZWrite] |
|||
|
|||
CGPROGRAM |
|||
#pragma target 3.0 |
|||
#pragma vertex vert |
|||
#pragma fragment frag |
|||
#pragma shader_feature _METALLICGLOSSMAP |
|||
#include "UnityCG.cginc" |
|||
#include "UnityStandardBRDF.cginc" |
|||
#include "UnityStandardUtils.cginc" |
|||
|
|||
|
|||
// Global lighting data (setup from C# code once per frame). |
|||
CBUFFER_START(GlobalLightData) |
|||
// The variables are very similar to built-in unity_LightColor, unity_LightPosition, |
|||
// unity_LightAtten, unity_SpotDirection as used by the VertexLit shaders, except here |
|||
// we use world space positions instead of view space. |
|||
half4 globalLightColor[8]; |
|||
float4 globalLightPos[8]; |
|||
float4 globalLightSpotDir[8]; |
|||
float4 globalLightAtten[8]; |
|||
int4 globalLightCount; |
|||
// Global ambient/SH probe, similar to unity_SH* built-in variables. |
|||
float4 globalSH[7]; |
|||
CBUFFER_END |
|||
|
|||
|
|||
// Surface inputs for evaluating Standard BRDF |
|||
struct SurfaceInputData |
|||
{ |
|||
half3 diffColor, specColor; |
|||
half oneMinusReflectivity, smoothness; |
|||
}; |
|||
|
|||
|
|||
// Compute attenuation & illumination from one light |
|||
half3 EvaluateOneLight(int idx, float3 positionWS, half3 normalWS, half3 eyeVec, SurfaceInputData s) |
|||
{ |
|||
// direction to light |
|||
float3 dirToLight = globalLightPos[idx].xyz; |
|||
dirToLight -= positionWS * globalLightPos[idx].w; |
|||
// distance attenuation |
|||
float att = 1.0; |
|||
float distSqr = dot(dirToLight, dirToLight); |
|||
att /= (1.0 + globalLightAtten[idx].z * distSqr); |
|||
if (globalLightPos[idx].w != 0 && distSqr > globalLightAtten[idx].w) att = 0.0; // set to 0 if outside of range |
|||
distSqr = max(distSqr, 0.000001); // don't produce NaNs if some vertex position overlaps with the light |
|||
dirToLight *= rsqrt(distSqr); |
|||
// spotlight angular attenuation |
|||
float rho = max(dot(dirToLight, globalLightSpotDir[idx].xyz), 0.0); |
|||
float spotAtt = (rho - globalLightAtten[idx].x) * globalLightAtten[idx].y; |
|||
att *= saturate(spotAtt); |
|||
|
|||
// Super simple diffuse lighting instead of PBR would be this: |
|||
//half ndotl = max(dot(normalWS, dirToLight), 0.0); |
|||
//half3 color = ndotl * s.diffColor * globalLightColor[idx].rgb; |
|||
//return color * att; |
|||
|
|||
// Fill in light & indirect structures, and evaluate Standard BRDF |
|||
UnityLight light; |
|||
light.color = globalLightColor[idx].rgb * att; |
|||
light.dir = dirToLight; |
|||
UnityIndirect indirect; |
|||
indirect.diffuse = 0; |
|||
indirect.specular = 0; |
|||
half4 c = BRDF1_Unity_PBS(s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, normalWS, -eyeVec, light, indirect); |
|||
return c.rgb; |
|||
} |
|||
|
|||
|
|||
// Evaluate 2nd order spherical harmonics, given normalized world space direction. |
|||
// Similar to ShadeSH9 in UnityCG.cginc |
|||
half3 EvaluateSH(half3 n) |
|||
{ |
|||
half3 res; |
|||
half4 normal = half4(n, 1); |
|||
// Linear (L1) + constant (L0) polynomial terms |
|||
res.r = dot(globalSH[0], normal); |
|||
res.g = dot(globalSH[1], normal); |
|||
res.b = dot(globalSH[2], normal); |
|||
// 4 of the quadratic (L2) polynomials |
|||
half4 vB = normal.xyzz * normal.yzzx; |
|||
res.r += dot(globalSH[3], vB); |
|||
res.g += dot(globalSH[4], vB); |
|||
res.b += dot(globalSH[5], vB); |
|||
// Final (5th) quadratic (L2) polynomial |
|||
half vC = normal.x*normal.x - normal.y*normal.y; |
|||
res += globalSH[6].rgb * vC; |
|||
return res; |
|||
} |
|||
|
|||
|
|||
// Vertex shader |
|||
struct v2f |
|||
{ |
|||
float2 uv : TEXCOORD0; |
|||
float3 positionWS : TEXCOORD1; |
|||
float3 normalWS : TEXCOORD2; |
|||
float4 hpos : SV_POSITION; |
|||
}; |
|||
|
|||
float4 _MainTex_ST; |
|||
|
|||
v2f vert(appdata_base v) |
|||
{ |
|||
v2f o; |
|||
o.uv = TRANSFORM_TEX(v.texcoord,_MainTex); |
|||
o.hpos = UnityObjectToClipPos(v.vertex); |
|||
o.positionWS = mul(unity_ObjectToWorld, v.vertex).xyz; |
|||
o.normalWS = UnityObjectToWorldNormal(v.normal); |
|||
return o; |
|||
} |
|||
|
|||
|
|||
|
|||
sampler2D _MainTex; |
|||
sampler2D _MetallicGlossMap; |
|||
float _Metallic; |
|||
float _Glossiness; |
|||
|
|||
|
|||
// Fragment shader |
|||
half4 frag(v2f i) : SV_Target |
|||
{ |
|||
i.normalWS = normalize(i.normalWS); |
|||
half3 eyeVec = normalize(i.positionWS - _WorldSpaceCameraPos); |
|||
|
|||
// Sample textures |
|||
half4 diffuseAlbedo = tex2D(_MainTex, i.uv); |
|||
half2 metalSmooth; |
|||
#ifdef _METALLICGLOSSMAP |
|||
metalSmooth = tex2D(_MetallicGlossMap, i.uv).ra; |
|||
#else |
|||
metalSmooth.r = _Metallic; |
|||
metalSmooth.g = _Glossiness; |
|||
#endif |
|||
|
|||
// Fill in surface input structure |
|||
SurfaceInputData s; |
|||
s.diffColor = DiffuseAndSpecularFromMetallic(diffuseAlbedo.rgb, metalSmooth.x, s.specColor, s.oneMinusReflectivity); |
|||
s.smoothness = metalSmooth.y; |
|||
|
|||
// Ambient lighting |
|||
half4 color = half4(0,0,0, diffuseAlbedo.a); |
|||
UnityLight light; |
|||
light.color = 0; |
|||
light.dir = 0; |
|||
UnityIndirect indirect; |
|||
indirect.diffuse = EvaluateSH(i.normalWS); |
|||
indirect.specular = 0; |
|||
color.rgb += BRDF1_Unity_PBS(s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, i.normalWS, -eyeVec, light, indirect); |
|||
|
|||
// Add illumination from all lights |
|||
for (int il = 0; il < globalLightCount.x; ++il) |
|||
{ |
|||
color.rgb += EvaluateOneLight(il, i.positionWS, i.normalWS, eyeVec, s); |
|||
} |
|||
return color; |
|||
} |
|||
|
|||
ENDCG |
|||
} |
|||
} |
|||
|
|||
CustomEditor "StandardShaderGUI" |
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spriteBorder: {x: 0, y: 0, z: 0, w: 0} |
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文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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Assets/BasicRenderBatching/Textures/TilesDiffuse.tif
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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assetBundleName: |
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assetBundleVariant: |
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