Sebastien Lagarde
8 年前
当前提交
e3c7667f
共有 24 个文件被更改,包括 153 次插入 和 231 次删除
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19Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
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19Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterial.hlsl
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7Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterialGBuffer.shader
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1Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Lighting.hlsl
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27Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/SinglePass/SinglePass.cs
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67Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/SinglePass/SinglePass.hlsl
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12Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitCommon.hlsl
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12Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.hlsl
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2Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitData.hlsl
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9Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitShare.hlsl
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2Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitData.hlsl
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2Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitDefault.shader
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10Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/UnlitShare.hlsl
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2Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassForward.hlsl
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2Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPassGBuffer.hlsl
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12Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Shadow/FixedSizePCF/FixedSizePCF.hlsl
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13Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Shadow/Shadow.hlsl
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10Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl
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50Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/SinglePass/SinglePass.cs.hlsl
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9Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/SinglePass/SinglePass.cs.hlsl.meta
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9Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Shadow/ShadowDefinition.cs.hlsl.meta
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12Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Shadow/ShadowDefinition.cs.meta
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31Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Shadow/ShadowDefinition.cs
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45Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Shadow/ShadowDefinition.cs.hlsl
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// |
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// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/SinglePass/SinglePass.cs. Please don't edit by hand. |
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// |
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#ifndef SINGLEPASS_CS_HLSL |
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#define SINGLEPASS_CS_HLSL |
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// |
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// UnityEngine.Experimental.ScriptableRenderLoop.ShadowType: static fields |
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// |
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#define SHADOWTYPE_SPOT (0) |
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#define SHADOWTYPE_DIRECTIONAL (1) |
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#define SHADOWTYPE_POINT (2) |
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// Generated from UnityEngine.Experimental.ScriptableRenderLoop.PunctualShadowData |
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// PackingRules = Exact |
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struct PunctualShadowData |
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{ |
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float4x4 worldToShadow; |
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int shadowType; |
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float bias; |
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float quality; |
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float2 unused; |
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}; |
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// |
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// Accessors for UnityEngine.Experimental.ScriptableRenderLoop.PunctualShadowData |
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// |
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float4x4 GetWorldToShadow(PunctualShadowData value) |
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{ |
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return value.worldToShadow; |
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} |
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int GetShadowType(PunctualShadowData value) |
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{ |
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return value.shadowType; |
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} |
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float GetBias(PunctualShadowData value) |
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{ |
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return value.bias; |
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} |
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float GetQuality(PunctualShadowData value) |
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{ |
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return value.quality; |
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} |
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float2 GetUnused(PunctualShadowData value) |
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{ |
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return value.unused; |
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} |
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#endif |
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fileFormatVersion: 2 |
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guid: 353b54fe916c28f41b202e2d9396e4cf |
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timeCreated: 1477611341 |
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licenseType: Pro |
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ShaderImporter: |
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defaultTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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fileFormatVersion: 2 |
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guid: f22956c3631d5f64388bdb93e12ec747 |
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timeCreated: 1477268655 |
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licenseType: Pro |
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ShaderImporter: |
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defaultTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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fileFormatVersion: 2 |
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guid: 548c943bc73a18d4998420073b25d44b |
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timeCreated: 1477263464 |
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licenseType: Pro |
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MonoImporter: |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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using UnityEngine; |
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namespace UnityEngine.Experimental.ScriptableRenderLoop |
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{ |
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//-----------------------------------------------------------------------------
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// structure definition
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//-----------------------------------------------------------------------------
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[GenerateHLSL] |
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public enum ShadowType |
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{ |
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Spot, |
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Directional, |
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Point |
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}; |
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// TODO: we may have to add various parameters here for shadow
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// A point light is 6x PunctualShadowData
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[GenerateHLSL] |
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public struct PunctualShadowData |
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{ |
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// World to ShadowMap matrix
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// Include scale and bias for shadow atlas if any
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public Matrix4x4 worldToShadow; |
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public ShadowType shadowType; |
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public float bias; |
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public Vector2 unused; |
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}; |
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} // namespace UnityEngine.Experimental.ScriptableRenderLoop
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// |
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// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Shadow/ShadowDefinition.cs. Please don't edit by hand. |
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// |
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#ifndef SHADOWDEFINITION_CS_HLSL |
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#define SHADOWDEFINITION_CS_HLSL |
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// |
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// UnityEngine.Experimental.ScriptableRenderLoop.ShadowType: static fields |
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// |
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#define SHADOWTYPE_SPOT (0) |
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#define SHADOWTYPE_DIRECTIONAL (1) |
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#define SHADOWTYPE_POINT (2) |
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// Generated from UnityEngine.Experimental.ScriptableRenderLoop.PunctualShadowData |
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// PackingRules = Exact |
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struct PunctualShadowData |
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{ |
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float4x4 worldToShadow; |
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int shadowType; |
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float bias; |
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float2 unused; |
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}; |
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// |
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// Accessors for UnityEngine.Experimental.ScriptableRenderLoop.PunctualShadowData |
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// |
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float4x4 GetWorldToShadow(PunctualShadowData value) |
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{ |
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return value.worldToShadow; |
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} |
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int GetShadowType(PunctualShadowData value) |
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{ |
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return value.shadowType; |
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} |
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float GetBias(PunctualShadowData value) |
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{ |
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return value.bias; |
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} |
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float2 GetUnused(PunctualShadowData value) |
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{ |
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return value.unused; |
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} |
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#endif |
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