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Added keyword to avoid shadow sampling.

/lw-shader-optimization
Felipe Lira 7 年前
当前提交
db005356
共有 5 个文件被更改,包括 15 次插入12 次删除
  1. 11
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
  2. 8
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl
  3. 6
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Shadows.hlsl
  4. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader
  5. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader

11
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs


if (shadows && m_ShadowSettings.screenSpace)
ShadowCollectPass(visibleLights, ref context, ref lightData, frameRenderingConfiguration);
if (!shadows)
{
var setRT = CommandBufferPool.Get("Generate Small Shadow Buffer");
if (m_ShadowSettings.screenSpace)
setRT.GetTemporaryRT(m_ScreenSpaceShadowMapRTID, 4, 4, 0, FilterMode.Bilinear, m_ShadowSettings.screenspaceShadowmapTextureFormat);
else
setRT.GetTemporaryRT(m_ShadowMapRTID, 4, 4, 0, FilterMode.Bilinear, m_ShadowSettings.shadowmapTextureFormat);
setRT.Blit(Texture2D.whiteTexture, m_ScreenSpaceShadowMapRT);
context.ExecuteCommandBuffer(setRT);
}
ForwardPass(visibleLights, frameRenderingConfiguration, ref context, ref lightData, stereoEnabled);

8
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/LightweightPassLit.hlsl


half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light
#ifdef _SHADOWS_ENABLED
#endif
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID

#endif
inputData.viewDirectionWS = FragmentViewDirWS(viewDir);
#ifdef _SHADOWS_ENABLED
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
inputData.bakedGI = SAMPLE_GI(IN.lightmapUV, IN.vertexSH, inputData.normalWS);

half fogFactor = ComputeFogFactor(o.clipPos.z);
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#ifdef _SHADOWS_ENABLED
#endif
#endif
return o;

6
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Shadows.hlsl


half RealtimeShadowAttenuation(float4 shadowCoord)
{
#if NO_SHADOWS
#ifndef _SHADOWS_ENABLED
return 1.0h;
#endif
#if defined(NO_SHADOWS)
return 1.0h;
#elif SHADOWS_SCREEN
return SampleScreenSpaceShadowMap(shadowCoord);

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandard.shader


#pragma multi_compile _ _VERTEX_LIGHTS
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ FOG_LINEAR FOG_EXP2
#pragma multi_compile _ _SHADOWS_ENABLED
// -------------------------------------
// Unity defined keywords

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightStandardSimpleLighting.shader


// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ _SHADOW_ENABLED
//--------------------------------------
// GPU Instancing

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