John
7 年前
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共有 476 个文件被更改,包括 1500 次插入 和 4007 次删除
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999ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1102_Unlit_Distortion.unity.png
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999ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1103_Unlit_Distortion_DepthTest.unity.png
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999ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1203_Lit_Transparent.unity.png
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999ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2003_Light_Parameters.unity.png
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998ImageTemplates/HDRenderPipeline/Scenes/2xxx_Lighting/2101_GI_Metapass.unity.png
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105README.md
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3SampleScenes/HDTest/AnimTest/Cube.mat
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3SampleScenes/HDTest/AnimTest/NeoLowMan/Materials/body.mat
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3SampleScenes/HDTest/AnimTest/Sphere.mat
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3SampleScenes/HDTest/AnimTest/ThreeDScans/Gutenberg/Gutenberg.mat
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3SampleScenes/HDTest/AnimTest/ThreeDScans/Gutenberg/Materials/Gutenberg.mat
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3SampleScenes/HDTest/BasicProfiling/Lit_Regular.mat
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3SampleScenes/HDTest/BasicProfiling/Lit_Regular_Aniso.mat
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3SampleScenes/HDTest/BasicProfiling/Lit_Regular_Aniso_Tess.mat
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3SampleScenes/HDTest/BasicProfiling/Lit_Regular_Tess.mat
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3SampleScenes/HDTest/BasicProfiling/Lit_SSS.mat
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3SampleScenes/HDTest/BasicProfiling/Lit_SSS_Tess.mat
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3SampleScenes/HDTest/BasicProfiling/Lit_SpecColor.mat
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3SampleScenes/HDTest/BasicProfiling/Lit_SpecColor_Tess.mat
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3SampleScenes/HDTest/Data/Fern/Fern_01.mat
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3SampleScenes/HDTest/Data/Rock/rcgRock012/Materials/rcgRock012Material.mat
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3SampleScenes/HDTest/Data/Tree/Thorn.mat
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3SampleScenes/HDTest/Data/Tree/Tree_03_Branches.mat
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3SampleScenes/HDTest/Data/Tree/Tree_03_Trunk.mat
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3SampleScenes/HDTest/Data/Tree/Tree_03_Trunk_Layer.mat
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3SampleScenes/HDTest/Data/Tree/Tree_03_Trunk_NoTesselation.mat
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3SampleScenes/HDTest/GIParityTest/LitColorsRough.mat
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3SampleScenes/HDTest/GIParityTest/LitWhiteRough.mat
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3SampleScenes/HDTest/GammaTest/Lit_Gray_127.mat
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3SampleScenes/HDTest/GammaTest/Lit_Gray_127_sRGB.mat
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3SampleScenes/HDTest/GlobalIlluminationTest/Material/Chrome.mat
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3SampleScenes/HDTest/GlobalIlluminationTest/Material/Lit_Green.mat
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3SampleScenes/HDTest/GlobalIlluminationTest/Material/Lit_Grey.mat
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3SampleScenes/HDTest/GlobalIlluminationTest/Material/Lit_Red.mat
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3SampleScenes/HDTest/GraphicTest/Common/Dragon/DragonNormalOS.mat
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3SampleScenes/HDTest/GraphicTest/Common/Dragon/DragonNormalTS.mat
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3SampleScenes/HDTest/GraphicTest/Common/Dragon/DragonStatue.mat
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3SampleScenes/HDTest/GraphicTest/Common/Dragon/DragonStatueSpecular.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Blue.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_Blue.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_Green.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_Red.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Checker_White.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Green.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Lit_Red.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Lit_White.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_0.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_1.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_2.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_3.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_4.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_5.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_6.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_7.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_8.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth0_9.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smooth1_0.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_0.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_1.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_2.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_3.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_4.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_5.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_6.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_7.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_8.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric0_9.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Coat_smoothdielectric1_0.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_2DNoise.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Distorsion_Lit_2DNoise_PreTransparent.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_Mirror.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_plane_Clear_ior101.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_plane_Clear_ior15.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_plane_Dragon.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_plane_EarthMap.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_sphere_Clear_ior101.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_sphere_Clear_ior15.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_sphere_Dragon.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_sphere_EarthMap.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_sphere_EarthMap_RefractionMask.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_refraction_sphere_EarthMap_pretransparent.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_0.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_1.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_2.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_4.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_5.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_7.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_8.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_smooth0_9.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_smooth1_0.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_0.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_1.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_2.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_3.mat
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3SampleScenes/HDTest/GraphicTest/Common/Material/Mat_smoothdielectric0_4.mat
999
ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1102_Unlit_Distortion.unity.png
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# Unity Scriptable Render Pipeline testbed |
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# Unity Scriptable Render Pipeline |
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The Scriptable Render Pipeline (SRP) is a new Unity feature in active development. SRP has been designed to give artists and developers the tools they need to create modern, high-fidelity graphics in Unity. Including a built-in Lightweight Render Pipeline for use on all platforms, and a High Definition Render Pipeline (HDRP) for use on compute shader compatible platforms. We hope to release both of these versions in beta with Unity version 2018.1. |
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**NOTE**: this is a testbed for a Unity feature that has not shipped yet! The latest commits in this project does not work |
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with any public Unity version, and things in it might and will be broken. Use tagged release to play with it. |
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We are committed to an open and transparent development process, and as such you are welcome to take a look around if you are really curious, but we cannot provide support for this feature yet. |
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"Scriptable Render Pipelines" is a potential future Unity feature, think "Command Buffers, take two". We plan to ship the feature, and a |
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new modern built-in rendering pipeline with it. For now you can look around if you're _really_ curious, but like said above, this is |
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not useful for any public Unity version yet. |
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For a more detailed overview of the planned features and philosophy behind SRP, refer to the following Gdoc: [ScriptableRenderPipeline](https://docs.google.com/document/d/1e2jkr_-v5iaZRuHdnMrSv978LuJKYZhsIYnrDkNAuvQ/edit?usp=sharing) |
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There's a more detailed overview document here: [ScriptableRenderPipeline google doc](https://docs.google.com/document/d/1e2jkr_-v5iaZRuHdnMrSv978LuJKYZhsIYnrDkNAuvQ/edit?usp=sharing) |
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This feature is currently a work in progress. We cannot promise that features will work as expected in their current state. Some features may change or be removed before we move to a full release. |
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The repository no longer consists of a complete Unity project, but rather |
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assumes to be put inside a sub-folder of the `Assets\` folder of an existing |
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Unity project. Make sure that your project uses linear color space |
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(_Edit > Project Settings > Player_). |
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__Note: The Master branch is our current development branch and may not work on the latest publicly available version of Unity. You should always use the latest release tag and latest Unity beta version for testing purposes.__ |
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To use the latest version of the SRP, follow the instructions below: |
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This repository consists of a folder that needs to be placed in the Assets\ folder of your Unity project. We recommend creating a new project to test SRP. Do not clone this repo into an existing project unless you want to break it, or unless you are updating to a newer version of the SRP repo. |
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You can use the GitHub desktop app to clone the latest version of the SRP repo or you can use GitHub console commands. |
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### To clone the repo using the GitHub Desktop App: |
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1. Open the GitHub Desktop App and click __Clone a Repository__. |
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2. Click the __URL__ tab in the __Clone a Repository__ window |
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3. Enter the following URL: https://github.com/Unity-Technologies/ScriptableRenderPipeline |
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4. Click the __Choose…__ button to navigate to your project’s Asset folder. |
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5. Click the __Clone__ button. |
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After the repo has been cloned you will need to run the following console commands from the ScriptableRenderPipeline folder: |
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Perform the following instructions to get a working copy of SRP: |
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> cd <Path to your Unity project>/Assets |
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> git clone https://github.com/Unity-Technologies/ScriptableRenderPipeline |
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> cd ScriptableRenderPipeline |
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> git submodule update --init --recursive --remote |
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> git checkout Unity-2018.1.0b2 (or the latest tag) |
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> git submodule update --init --recursive --remote (This command fetches the Postprocessing module, which is needed to use SRP) |
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### To download the repo using console commands: |
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Enter the following commands in your console application of choice: |
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## For Unity above 2018.1 beta users |
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SRP depends on PostProcessing submodule. Perform the following instructions to get a working copy of SRP: |
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> cd <Path to your Unity project>/Assets |
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> git checkout unity-2018.1.0b2 (or the latest tag) |
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> git submodule update --init --recursive --remote |
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> git checkout Unity-2018.1.0b2 (or the latest tag) |
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> git submodule update --init --recursive --remote (This command fetches the Postprocessing module, which is needed to use SRP) |
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## Scriptable Render Pipeline Assets |
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The Scriptable Render Pipeline Asset controls the global rendering quality settings of your project and creates the rendering pipeline instance. The rendering pipeline instance contains intermediate resources and the render loop implementation. |
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You can create multiple Pipeline Assets to store settings for different built platforms or for different testing environments. |
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## For Unity above 2017.1 beta users |
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SRP depends on PostProcessing submodule. Perform the following instructions to get a working copy of SRP: |
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``` |
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> git clone https://github.com/Unity-Technologies/ScriptableRenderPipeline |
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> cd ScriptableRenderPipeline |
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> git checkout unity-2017.1b5 (or the latest tag) |
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> git submodule update --init --recursive --remote |
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``` |
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To create a Render Pipeline Asset: |
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## For HDRenderPipeline: |
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1. In the Project window, navigate to a directory outside of the Scriptable Render Pipeline Folder, then right click in the Project window and select ___Create > Render Pipeline > High Definition or Lightweight > Render Pipeline/Pipeline Asset.___ |
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2. Navigate to ___Edit > Project Settings > Graphics___ and add the Render Pipeline Asset you created to the __Render Pipeline Settings__ field to use it in your project. |
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1. Download Unity version compatible with Github release (https://github.com/Unity-Technologies/ScriptableRenderPipeline/releases) |
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2. Launch |
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3. Create a new Unity project |
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4. Set `Color Space` to `Linear` in Player settings, Set Antialiasing to disable in Quality settings for all configuration (Fantastic and High), |
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5. Close Unity |
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6. Execute the following commands (or use GitHub interface (ask us)): |
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``` |
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> cd <Path to your Unity project>/Assets |
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> git clone https://github.com/Unity-Technologies/ScriptableRenderPipeline |
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> cd ScriptableRenderPipeline |
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> git submodule update --init --recursive --remote (This is to get the PostProcessing folder) |
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``` |
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7. Re-open the project |
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8. In Graphic Settings, for render pipeline, setup the HDRenderPipelineAsset |
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Note: Always store your new Render Pipeline Asset outside of the Scriptable Render Pipeline folder. This ensures that your settings are not lost when merging new changes from the SRP repo. |
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Advice: It is recommended to make a copy of HDRenderPipelineAsset outside of the ScriptableRenderPipeline, so settings are not lost when merging. And setup this new created HDRenderPipelineAsset in GraphicSettings |
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## Using the High Definition Render Pipeline (HDRP) or the Lightweight Pipeline |
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## For Unity 5.6 beta users |
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### Using HDRP |
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To use HDRP you must edit your project’s __Player__ and __Graphics__ settings as follows: |
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* Unity 5.6 **beta 5-7** should use an older revision of this project, [tagged unity-5.6.0b5](../../releases/tag/unity-5.6.0b5) (commit `2209522d` on 2016 Dec 14). |
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"BasicRenderLoopScene" scene is the basic example, need to pick basic render pipeline in Graphics Settings to use it. |
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All the other scenes and render pipelines may or might not work. Use of Windows/DX11 is preferred. |
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* Unity 5.6 **beta 1-4** should use an older revision of this project, [tagged unity-5.6.0b1](../../releases/tag/unity-5.6.0b1) (commit `acc230b` on 2016 Nov 23). |
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"BasicRenderLoopScene" scene is the basic example, with the scriptable render pipeline defaulting to off; enable it by enabling the component on the camera. |
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All the other scenes may or might not work. Use of Windows/DX11 is preferred. |
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1. Navigate to ___Edit > Project Settings > Player___ and set the color space of your project to Linear by selecting __Linear__ from the __Color Space__ dropdown. HDRP does not support Gamma lighting. |
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2. In the Project window, navigate to a directory outside of the Scriptable Render Pipeline Folder, then right in click the Project window and select ___Create > Render Pipeline > High Definition > Render Pipeline.___ |
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3. Navigate to ___Edit > Project Settings > Graphics___ and add the High Definition Render Pipeline Asset you created to the __Render Pipeline Settings__ field. |
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Note: Always store your High Definition Render Pipeline Asset outside of the Scriptable Render Pipeline folder. This ensures that your HDRP settings are not lost when merging new changes from the SRP repo. |
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### Using Lightweight Pipeline |
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To use the Lightweight Pipeline you must edit your project’s __Graphics__ settings as follows: |
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1. In the Project window, navigate to a directory outside of the Scriptable Render Pipeline Folder, then right click in the Project window and select ___Create > Render Pipeline > Lightweight > Pipeline Asset.___ |
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2. Navigate to ___Edit > Project Settings > Graphics___ and add the Lightweight Render Pipeline Asset you created to the __Render Pipeline Settings__ field. |
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Note: Always store your new Render Pipeline Asset outside of the Scriptable Render Pipeline folder. This ensures that your Lightweight settings are not lost when merging new changes from the SRP repo. |
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