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Added default materials to lightweight pipe. Changed shaders scene to add transparent, unlit and cutout.

/RenderPassXR_Sandbox
Felipe Lira 8 年前
当前提交
d559f6f0
共有 27 个文件被更改,包括 1759 次插入302 次删除
  1. 6
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/LDPipe_LitShaderLightProbes/LightingData.asset
  2. 2
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/LDPipe_LitShaderLightProbes/LightingData.asset.meta
  3. 2
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/LDPipe_LitShaderLightProbes/Lightmap-0_comp_light.exr.meta
  4. 322
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/LDPipe_LitShaderMaps.unity
  5. 6
      Assets/ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightAssetInspector.cs
  6. 4
      Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset
  7. 28
      Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.cs
  8. 999
      ImageTemplates/LightweightPipeline/Scenes/Shaders/LDPipe_LitShaderMaps.unity.png
  9. 80
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/LDPipe_Shader/LDPipe_Cutout.mat
  10. 9
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/LDPipe_Shader/LDPipe_Cutout.mat.meta
  11. 80
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/LDPipe_Shader/LDPipe_Transparent.mat
  12. 9
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/LDPipe_Shader/LDPipe_Transparent.mat.meta
  13. 90
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/LDPipe_Shader/LDPipe_UnlitMat.mat
  14. 9
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/LDPipe_Shader/LDPipe_UnlitMat.mat.meta
  15. 90
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/LDPipe_Shader/LDPipe_UnlitMatTexture.mat
  16. 9
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/LDPipe_Shader/LDPipe_UnlitMatTexture.mat.meta
  17. 9
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Textures.meta
  18. 9
      Assets/ScriptableRenderPipeline/LightweightPipeline/Materials.meta
  19. 9
      Assets/ScriptableRenderPipeline/LightweightPipeline/TestScenes/LDRenderPipelineBasicScene/LightingData.asset.meta
  20. 3
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Textures/AlphaStripes.png
  21. 102
      Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Textures/AlphaStripes.png.meta
  22. 79
      Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-Default.mat
  23. 9
      Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-Default.mat.meta
  24. 87
      Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-SpritesDefault.mat
  25. 9
      Assets/ScriptableRenderPipeline/LightweightPipeline/Materials/Lightweight-SpritesDefault.mat.meta

6
Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/LDPipe_LitShaderLightProbes/LightingData.asset
文件差异内容过多而无法显示
查看文件

2
Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/LDPipe_LitShaderLightProbes/LightingData.asset.meta


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2
Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/LDPipe_LitShaderLightProbes/Lightmap-0_comp_light.exr.meta


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322
Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/Shaders/LDPipe_LitShaderMaps.unity


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6
Assets/ScriptableRenderPipeline/LightweightPipeline/Editor/LightweightAssetInspector.cs


public static GUIContent defaultDiffuseMaterial = new GUIContent("Default Diffuse Material",
"Material to use when creating objects");
public static GUIContent defaultSpriteMaterial = new GUIContent("Default Sprite Material",
"Material to use when creating Sprites");
public static GUIContent defaultShader = new GUIContent("Default Shader",
"Shader to use when creating materials");
}

private SerializedProperty m_ShadowCascade2SplitProp;
private SerializedProperty m_ShadowCascade4SplitProp;
private SerializedProperty m_DefaultDiffuseMaterial;
private SerializedProperty m_DefaultSpriteMaterial;
private SerializedProperty m_DefaultShader;
void OnEnable()

m_ShadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split");
m_ShadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split");
m_DefaultDiffuseMaterial = serializedObject.FindProperty("m_DefaultDiffuseMaterial");
m_DefaultSpriteMaterial = serializedObject.FindProperty("m_DefaultSpriteMaterial");
m_DefaultShader = serializedObject.FindProperty("m_DefaultShader");
}

EditorGUILayout.LabelField(Styles.defaults, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_DefaultDiffuseMaterial, Styles.defaultDiffuseMaterial);
EditorGUILayout.PropertyField(m_DefaultSpriteMaterial, Styles.defaultSpriteMaterial);
EditorGUILayout.PropertyField(m_DefaultShader, Styles.defaultShader);
EditorGUI.indentLevel--;

4
Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset


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28
Assets/ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.cs


#region PipelineAssetSettings
[SerializeField] private int m_MaxPixelLights = 1;
[SerializeField] private Material m_DefaultSpriteMaterial;
[SerializeField] private Shader m_DefaultShader;
public int MaxSupportedPixelLights

private set { m_Cascade4Split = value; }
}
public Material DefaultDiffuseMaterial
{
get { return m_DefaultDiffuseMaterial; }
private set { m_DefaultDiffuseMaterial = value; }
}
public Shader DefaultShader
{
get { return m_DefaultShader; }
private set { m_DefaultShader = value; }
}
#endregion
public override Material GetDefaultMaterial()
{

public override Material GetDefault2DMaterial()
{
return m_DefaultDiffuseMaterial;
return m_DefaultSpriteMaterial;
}
public override Shader GetDefaultShader()
{

999
ImageTemplates/LightweightPipeline/Scenes/Shaders/LDPipe_LitShaderMaps.unity.png
文件差异内容过多而无法显示
查看文件

80
Assets/GraphicsTests/RenderPipeline/LightweightPipeline/Assets/LDPipe_Shader/LDPipe_Cutout.mat


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9
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