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Merge pull request #132 from Unity-Technologies/metal

Metal
/Branch_Batching2
GitHub 8 年前
当前提交
e2f52112
共有 12 个文件被更改,包括 15 次插入7 次删除
  1. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader
  2. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader
  3. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/Resources/Deferred.shader
  4. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/Resources/shadeopaque.compute
  5. 1
      Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  6. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader
  7. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl
  8. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/Resources/AtmosphericScattering.hlsl
  9. 2
      Assets/ScriptableRenderLoop/ShaderLibrary/API/D3D11.hlsl
  10. 2
      Assets/ScriptableRenderLoop/ShaderLibrary/API/Metal.hlsl
  11. 2
      Assets/ScriptableRenderLoop/ShaderLibrary/API/PSSL.hlsl
  12. 1
      Assets/ScriptableRenderLoop/fptl/FptlLighting.cs

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader


DECLARE_GBUFFER_TEXTURE(_GBufferTexture);
TEXTURE2D(_CameraDepthTexture);
TEXTURE2D_FLOAT(_CameraDepthTexture);
SAMPLER2D(sampler_CameraDepthTexture);
int _DebugViewMaterial;

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader


// variable declaration
//-------------------------------------------------------------------------------------
TEXTURE2D(_CameraDepthTexture);
TEXTURE2D_FLOAT(_CameraDepthTexture);
SAMPLER2D(sampler_CameraDepthTexture);
uint _ViewTilesFlags;

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/Resources/Deferred.shader


DECLARE_GBUFFER_TEXTURE(_GBufferTexture);
TEXTURE2D(_CameraDepthTexture);
TEXTURE2D_FLOAT(_CameraDepthTexture);
SAMPLER2D(sampler_CameraDepthTexture);
struct Attributes

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/Resources/shadeopaque.compute


DECLARE_GBUFFER_TEXTURE(_GBufferTexture);
TEXTURE2D(_CameraDepthTexture);
TEXTURE2D_FLOAT(_CameraDepthTexture);
SAMPLER2D(sampler_CameraDepthTexture);
#ifdef OUTPUT_SPLIT_LIGHTING

1
Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs


var cmd = new CommandBuffer() { name = "" };
// generate screen-space AABBs (used for both fptl and clustered).
if (m_lightCount != 0)
{
temp.SetRow(0, new Vector4(1.0f, 0.0f, 0.0f, 0.0f));
temp.SetRow(1, new Vector4(0.0f, 1.0f, 0.0f, 0.0f));

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader


float4 _FilterKernel[7]; // RGB = weights, A = radial distance
float _FilterRadius; // Uses world-space units
TEXTURE2D(_CameraDepthTexture);
TEXTURE2D_FLOAT(_CameraDepthTexture);
TEXTURE2D(_IrradianceSource);
SAMPLER2D(sampler_IrradianceSource);

2
Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl


CBUFFER_END
// TODO: Change code here so probe volume use only one transform instead of all this parameters!
TEXTURE3D(unity_ProbeVolumeSH);
TEXTURE3D_FLOAT(unity_ProbeVolumeSH);
SAMPLER3D(samplerunity_ProbeVolumeSH);
CBUFFER_START(UnityProbeVolume)

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/ProceduralSky/Resources/AtmosphericScattering.hlsl


SAMPLER2D(sampler_CameraDepthTexture);
#define SRL_BilinearSampler sampler_CameraDepthTexture // Used for all textures
TEXTURE2D(_CameraDepthTexture);
TEXTURE2D_FLOAT(_CameraDepthTexture);
TEXTURE2D(_OcclusionTexture);
float HenyeyGreensteinPhase(float g, float cosTheta) {

2
Assets/ScriptableRenderLoop/ShaderLibrary/API/D3D11.hlsl


#define TEXTURE2D_HALF TEXTURE2D
#define TEXTURE2D_FLOAT TEXTURE2D
#define TEXTURE3D_HALF TEXTURE3D
#define TEXTURE3D_FLOAT TEXTURE3D
#define SAMPLER2D_HALF SAMPLER2D
#define SAMPLER2D_FLOAT SAMPLER2D

2
Assets/ScriptableRenderLoop/ShaderLibrary/API/Metal.hlsl


#define TEXTURE2D_HALF TEXTURE2D
#define TEXTURE2D_FLOAT TEXTURE2D
#define TEXTURE3D_HALF TEXTURE3D
#define TEXTURE3D_FLOAT TEXTURE3D
#define SAMPLER2D_HALF SAMPLER2D
#define SAMPLER2D_FLOAT SAMPLER2D

2
Assets/ScriptableRenderLoop/ShaderLibrary/API/PSSL.hlsl


#define TEXTURE2D_HALF TEXTURE2D
#define TEXTURE2D_FLOAT TEXTURE2D
#define TEXTURE3D_HALF TEXTURE3D
#define TEXTURE3D_FLOAT TEXTURE3D
#define SAMPLER2D_HALF SAMPLER2D
#define SAMPLER2D_FLOAT SAMPLER2D

1
Assets/ScriptableRenderLoop/fptl/FptlLighting.cs


var cmd = new CommandBuffer() { name = "Build light list" };
// generate screen-space AABBs (used for both fptl and clustered).
if (numLights != 0)
{
var proj = CameraProjection(camera);
var temp = new Matrix4x4();

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