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Convert absolute paths to relative paths in shader includes

/main
Peter Bay Bastian 7 年前
当前提交
e621aacf
共有 5 个文件被更改,包括 9 次插入9 次删除
  1. 2
      Assets/ScriptableRenderPipeline/Core/ShaderLibrary/SampleUVMapping.hlsl
  2. 4
      Assets/ScriptableRenderPipeline/Core/ShaderLibrary/Shadow/Resources/ShadowBlurMoments.compute
  3. 4
      Assets/ScriptableRenderPipeline/Core/ShadowIncludes.inl
  4. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
  5. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl

2
Assets/ScriptableRenderPipeline/Core/ShaderLibrary/SampleUVMapping.hlsl


// This structure abstract uv mapping inside one struct.
// It represent a mapping of any uv (with its associated tangent space for derivative if SurfaceGradient mode) - UVSet0 to 4, planar, triplanar
#include "Core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "NormalSurfaceGradient.hlsl"
#define UV_MAPPING_UVSET 0
#define UV_MAPPING_PLANAR 1

4
Assets/ScriptableRenderPipeline/Core/ShaderLibrary/Shadow/Resources/ShadowBlurMoments.compute


#pragma kernel main_MSM_15 KERNEL_MAIN=main_MSM_15 SHADOW_MOMENT_ALGORITHM=MSM MAX_MSAA=1 BLUR_SIZE=15
#pragma kernel main_MSM_17 KERNEL_MAIN=main_MSM_17 SHADOW_MOMENT_ALGORITHM=MSM MAX_MSAA=1 BLUR_SIZE=17
#include "Core/ShaderLibrary/common.hlsl"
#include "Core/ShaderLibrary/Shadow/ShadowMoments.hlsl"
#include "../../common.hlsl"
#include "../ShadowMoments.hlsl"
#define BLUR_BORDER (BLUR_SIZE / 2)
#define LDS_SIZE (THREADS + BLUR_BORDER + BLUR_BORDER)

4
Assets/ScriptableRenderPipeline/Core/ShadowIncludes.inl


#ifdef SHADOW_CONTEXT_INCLUDE
# ifdef SHADOW_TILEPASS
# include "HDRenderPipeline/Lighting/TilePass/ShadowContext.hlsl"
# include "../HDRenderPipeline/Lighting/TilePass/ShadowContext.hlsl"
# elif defined( SHADOW_FPTL )
# include "../../TestbedPipelines/fptl/ShadowContext.hlsl"
# else

#ifdef SHADOW_DISPATCH_INCLUDE
# ifdef SHADOW_TILEPASS
# include "HDRenderPipeline/Lighting/TilePass/ShadowDispatch.hlsl"
# include "../HDRenderPipeline/Lighting/TilePass/ShadowDispatch.hlsl"
# elif defined( SHADOW_FPTL )
# include "../../TestbedPipelines/fptl/ShadowDispatch.hlsl"
# else

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl


//-------------------------------------------------------------------------------------
// Fill SurfaceData/Builtin data function
//-------------------------------------------------------------------------------------
#include "Core/ShaderLibrary/SampleUVMapping.hlsl"
#include "../../../Core/ShaderLibrary/SampleUVMapping.hlsl"
#include "../MaterialUtilities.hlsl"

return SAMPLE_TEXTURE2D_LOD(_HeightMap, sampler_HeightMap, param.uv + texOffsetCurrent, lod).r;
}
#include "Core/ShaderLibrary/PerPixelDisplacement.hlsl"
#include "../../../Core/ShaderLibrary/PerPixelDisplacement.hlsl"
float ApplyPerPixelDisplacement(FragInputs input, float3 V, inout LayerTexCoord layerTexCoord)
{

#endif
}
#include "Core/ShaderLibrary/PerPixelDisplacement.hlsl"
#include "../../../Core/ShaderLibrary/PerPixelDisplacement.hlsl"
// PPD is affecting only one mapping at the same time, mean we need to execute it for each mapping (UV0, UV1, 3 times for triplanar etc..)
// We chose to not support all this case that are extremely hard to manage (for example mixing different mapping, mean it also require different tangent space that is not supported in Unity)

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl


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

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