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Merge remote-tracking branch 'refs/remotes/origin/master' into Support-forward-SSS

# Conflicts:
#	ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs
/main
Sebastien Lagarde 7 年前
当前提交
e5ebb9cb
共有 9 个文件被更改,包括 70 次插入10 次删除
  1. 3
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewMaterialGBuffer.shader
  2. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/builddispatchindirect.compute
  4. 30
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  5. 33
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  6. 2
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl
  7. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky/Resources/SkyBlacksmith.shader
  8. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
  9. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/ProceduralSky.shader

3
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewMaterialGBuffer.shader


#pragma multi_compile _ SHADOWS_SHADOWMASK
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Color.hlsl"
// CAUTION: In case deferred lighting need to support various lighting model statically, we will require to do multicompile with different define like UNITY_MATERIAL_LIT
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl

#include "../Material/Material.hlsl"
#ifdef SHADOWS_SHADOWMASK
TEXTURE2D(_ShadowMaskTexture);
#endif

4
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


};
static readonly RenderQueueRange k_RenderQueue_PreRefraction = new RenderQueueRange { min = (int)HDRenderQueue.PreRefraction, max = (int)HDRenderQueue.Transparent - 1 };
static readonly RenderQueueRange k_RenderQueue_Transparent = new RenderQueueRange { min = (int)HDRenderQueue.Transparent, max = (int)HDRenderQueue.Overlay };
static readonly RenderQueueRange k_RenderQueue_Transparent = new RenderQueueRange { min = (int)HDRenderQueue.Transparent, max = (int)HDRenderQueue.Overlay - 1};
readonly HDRenderPipelineAsset m_Asset;

// Initialize various compute shader resources
m_applyDistortionKernel = m_applyDistortionCS.FindKernel("KMain");
m_CopyStencilForSplitLighting = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/CopyStencilBuffer");
m_CopyStencilForSplitLighting.EnableKeyword("EXPORT_HTILE");
m_CopyStencilForSplitLighting.SetInt(HDShaderIDs._StencilRef, (int)StencilLightingUsage.SplitLighting);

2
ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightLoop/builddispatchindirect.compute


#pragma kernel BuildDispatchIndirect
#include "ShaderLibrary/Common.hlsl"
#include "LightLoop.cs.hlsl"
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl

30
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
[ToggleOff] _TransparentBackfaceEnable("_TransparentBackfaceEnable", Float) = 0.0
// Transparency
[Enum(None, 0, Plane, 1, Sphere, 2)]_RefractionMode("Refraction Mode", Int) = 0

#include "ShaderPass/LitDistortionPass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassDistortion.hlsl"
ENDHLSL
}
Pass
{
Name "TransparentBackface"
Tags { "LightMode" = "TransparentBackface" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull Front
HLSLPROGRAM
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#define SHADERPASS SHADERPASS_FORWARD
#include "../../ShaderVariables.hlsl"
#include "../../Lighting/Lighting.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassForward.hlsl"
ENDHLSL
}

33
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
[ToggleOff] _TransparentBackfaceEnable("_TransparentBackfaceEnable", Float) = 0.0
// Transparency
[Enum(None, 0, Plane, 1, Sphere, 2)]_RefractionMode("Refraction Mode", Int) = 0

#include "ShaderPass/LitDistortionPass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassDistortion.hlsl"
ENDHLSL
}
Pass
{
Name "TransparentBackface"
Tags { "LightMode" = "TransparentBackface" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull Front
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile _ SHADOWS_SHADOWMASK
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#define SHADERPASS SHADERPASS_FORWARD
#include "../../ShaderVariables.hlsl"
#include "../../Lighting/Lighting.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"
#include "../../ShaderPass/ShaderPassForward.hlsl"
ENDHLSL
}

2
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl


#error SHADERPASS_is_not_correctly_define
#endif
#include "ShaderLibrary/Color.hlsl"
CBUFFER_START(UnityMetaPass)
// x = use uv1 as raster position
// y = use uv2 as raster position

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky/Resources/SkyBlacksmith.shader


#pragma multi_compile _ ATMOSPHERICS_DEBUG
#pragma multi_compile _ PERFORM_SKY_OCCLUSION_TEST
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/CommonLighting.hlsl"
#include "../../../ShaderVariables.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader


#pragma target 4.5
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/CommonLighting.hlsl"
TEXTURECUBE(_Cubemap);

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/ProceduralSky.shader


#pragma multi_compile _ _ENABLE_SUN_DISK
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/CommonLighting.hlsl"
float4 _SkyParam; // x exposure, y multiplier, z rotation

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