Frédéric Vauchelles
7 年前
当前提交
e239e312
共有 414 个文件被更改,包括 2923 次插入 和 3276 次删除
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999ImageTemplates/LightweightPipeline/Scenes/029_Particles.unity.png
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999ImageTemplates/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor.unity.png
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2SampleScenes/LightweightPipeline/DebuggingScenes/PBR_testing/LWpipeMats/LW_PlanksMat.mat
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908SampleScenes/LightweightPipeline/DebuggingScenes/PBR_testing/PBR_testing.unity
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12TestbedPipelines/Fptl/LightingTemplate.hlsl
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2TestbedPipelines/Fptl/ShadowContext.hlsl
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12TestbedPipelines/OnTileDeferredPipeline/Shaders/LightingTemplate.hlsl
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7Tests/GraphicsTests/RenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset
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6Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/006_LitShaderLightProbes/LightingData.asset
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3Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/Substances/Hole_mesh.mat
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21Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/028_PostProcessing_Custom.unity
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2Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/028_PostProcessing_Custom/Scripts/InvertOpaque.shader
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22Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor.unity
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4Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor/LightingData.asset
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2Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor/LightingData.asset.meta
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1001Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor/ReflectionProbe-0.exr
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5Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/033_Shader_HighlightsEnvironmentGradientSH/LightingData.asset
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2Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/033_Shader_HighlightsEnvironmentGradientSH/LightingData.asset.meta
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11Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders.unity
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2Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/Billboard.mat
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2Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/LOD0/Branches_0.mat
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4Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/LOD0/Leaves_1.mat
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2Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/LOD1/Branches_0.mat
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4Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/LOD1/Leaves_1.mat
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2Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/LOD2/Branches_0.mat
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4Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile Materials/LOD2/Leaves_1.mat
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7Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaf_Mobile.spm.meta
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948Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/New Terrain.asset
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6ScriptableRenderPipeline/Core/CoreRP/Resources/EncodeBC6H.compute
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2ScriptableRenderPipeline/Core/CoreRP/Resources/BlitCubeTextureFace.shader
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2ScriptableRenderPipeline/Core/CoreRP/Shadow/Resources/DebugDisplayShadowMap.shader
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2ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/Shadow.hlsl
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4ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Random.hlsl
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33ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Packing.hlsl
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129ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Macros.hlsl
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40ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/EntityLighting.hlsl
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3ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/CommonLighting.hlsl
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46ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
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2ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/XBoxOne.hlsl
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2ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Vulkan.hlsl
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2ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/PSSL.hlsl
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2ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Metal.hlsl
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2ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/D3D11.hlsl
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16ScriptableRenderPipeline/Core/CoreRP/Volume/VolumeParameter.cs
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8ScriptableRenderPipeline/Core/CoreRP/Volume/VolumeComponent.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader
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22ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.cs
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/SceneSettings/Resources/DrawTransmittanceGraph.shader
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/SceneSettings/Resources/DrawSssProfile.shader
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/Resources/ProceduralSky.shader
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/OpaqueAtmosphericScattering.shader
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/HDRISky/Resources/SkyHDRI.shader
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/BlitCubemap.shader
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/AtmosphericScattering/AtmosphericScattering.hlsl
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19ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/RenderPipelineResources.cs
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/HDRenderPipelineResources.asset
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52ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/DepthDownsample.compute
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CopyStencilBuffer.shader
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8ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CameraMotionVectors.shader
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/ApplyDistorsion.compute
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43ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDLightEditor.cs
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34ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineMenuItems.cs
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20ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineInspector.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineInspector.Styles.cs
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8ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDEditorUtils.cs
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15ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDAssetFactory.cs
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10ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Lighting.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/scrbound.compute
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/materialflags.compute
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild.compute
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-clustered.compute
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-bigtile.compute
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/builddispatchindirect.compute
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/ShadowContext.hlsl
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521ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Deferred.compute
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/HDAdditionalLightData.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/DeferredDirectionalShadow.compute
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.shader
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.shader
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.hlsl
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8ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.compute
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SSSProfile.meta
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/CombineLighting.shader
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16ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Material.hlsl
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Resources/PreIntegratedFGD.shader
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8ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitDataDisplacement.hlsl
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitData.hlsl
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4ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
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8ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitDataDisplacement.hlsl
999
ImageTemplates/LightweightPipeline/Scenes/029_Particles.unity.png
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999
ImageTemplates/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor.unity.png
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908
SampleScenes/LightweightPipeline/DebuggingScenes/PBR_testing/PBR_testing.unity
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6
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/006_LitShaderLightProbes/LightingData.asset
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4
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor/LightingData.asset
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1001
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/032_Shader_GlossyEnvironmentColor/ReflectionProbe-0.exr
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5
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/033_Shader_HighlightsEnvironmentGradientSH/LightingData.asset
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948
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/New Terrain.asset
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#include "ShaderLibrary/Common.hlsl" |
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Texture2D<float> _Source; |
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RWTexture2D<float> _Result; |
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SamplerState sampler_PointClamp; //TODO: could we use min-sampler instead of using ALU? |
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CBUFFER_START(cb) |
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float4 _SrcSize; |
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CBUFFER_END |
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#pragma kernel KMain |
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[numthreads(8, 8, 1)] |
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void KMain(uint2 groupId : SV_GroupID, uint2 groupThreadId : SV_GroupThreadID, uint2 dispatchThreadId : SV_DispatchThreadID) |
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{ |
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// Upper-left pixel coordinate of quad that this thread will read |
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int2 threadUL = dispatchThreadId; |
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// Downsample the block |
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float2 offset = float2(threadUL) * 2.0f + 1.0f; |
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float4 depths = _Source.GatherRed(sampler_PointClamp, offset * _SrcSize.zw, 0.0); |
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float minDepth = min(min(depths.x, depths.y), min(depths.z, depths.w)); |
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// Write to the final target |
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_Result[dispatchThreadId] = minDepth; |
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#include "CoreRP/ShaderLibrary/Common.hlsl" |
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Texture2D<float> _Source; |
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RWTexture2D<float> _Result; |
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SamplerState sampler_PointClamp; //TODO: could we use min-sampler instead of using ALU? |
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CBUFFER_START(cb) |
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float4 _SrcSize; |
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CBUFFER_END |
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#pragma kernel KMain |
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[numthreads(8, 8, 1)] |
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void KMain(uint2 groupId : SV_GroupID, uint2 groupThreadId : SV_GroupThreadID, uint2 dispatchThreadId : SV_DispatchThreadID) |
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{ |
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// Upper-left pixel coordinate of quad that this thread will read |
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int2 threadUL = dispatchThreadId; |
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// Downsample the block |
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float2 offset = float2(threadUL) * 2.0f + 1.0f; |
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float4 depths = _Source.GatherRed(sampler_PointClamp, offset * _SrcSize.zw, 0.0); |
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float minDepth = min(min(depths.x, depths.y), min(depths.z, depths.w)); |
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// Write to the final target |
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_Result[dispatchThreadId] = minDepth; |
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} |
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