Evgenii Golubev 7 年前
当前提交
e84fe4b6
共有 102 个文件被更改,包括 13005 次插入2729 次删除
  1. 14
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1101_Unlit.unity.png.meta
  2. 999
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1102_Unlit_Distortion.unity.png
  3. 14
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1102_Unlit_Distortion.unity.png.meta
  4. 999
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1103_Unlit_Distortion_DepthTest.unity.png
  5. 14
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1103_Unlit_Distortion_DepthTest.unity.png.meta
  6. 999
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1201_Lit_Features.unity.png
  7. 14
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1201_Lit_Features.unity.png.meta
  8. 14
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode.unity.png.meta
  9. 14
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1203_Lit_Transparent.unity.png.meta
  10. 14
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1204_Lit_Transparent_Fog.unity.png.meta
  11. 14
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1205_Lit_Transparent_Refraction.unity.png.meta
  12. 999
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1206_Lit_Transparent_Distortion.unity.png
  13. 14
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1206_Lit_Transparent_Distortion.unity.png.meta
  14. 2
      ScriptableRenderPipeline/Core/ShaderLibrary/CommonLighting.hlsl
  15. 2
      ScriptableRenderPipeline/Core/Shadow/Resources/DebugDisplayShadowMap.shader
  16. 1
      ScriptableRenderPipeline/Core/Shadow/Shadow.cs
  17. 2
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplayLatlong.shader
  18. 2
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugFullScreen.shader
  19. 69
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  20. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs
  21. 6
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  22. 10
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  23. 10
      ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  24. 10
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  25. 10
      ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  26. 9
      ScriptableRenderPipeline/HDRenderPipeline/Material/Material.hlsl
  27. 110
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
  28. 6
      ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader
  29. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/BlacksmithlSky/Resources/SkyBlacksmith.shader
  30. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/GGXConvolve.shader
  31. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/OpaqueAtmosphericScattering.shader
  32. 7
      ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs
  33. 2
      ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs
  34. 4
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightCore.cginc
  35. 4
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandard.shader
  36. 2
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardSimpleLighting.shader
  37. 4
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardTerrain.shader
  38. 2
      ScriptableRenderPipeline/master-package.json
  39. 23
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/ComplexMaterial/ComplexMaterial.mat
  40. 509
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/ComplexMaterial/Textures/ComplexMat_H.tga
  41. 350
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1201_Lit_Features.unity
  42. 67
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode.unity
  43. 23
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode/DoubleSideNormalTest.mat
  44. 4
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Scripts.meta
  45. 16
      subpackage.py
  46. 32
      ScriptableRenderPipeline/LightweightPipeline/Resources/LightweightPipelineAsset.cs
  47. 1001
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1207_Lit_Displacement.unity.png
  48. 83
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1207_Lit_Displacement.unity.png.meta
  49. 1001
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1208_Lit_Displacement_POM.unity.png
  50. 83
      ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1208_Lit_Displacement_POM.unity.png.meta
  51. 9
      ScriptableRenderPipeline/Core/ShaderLibrary/Macros.hlsl.meta
  52. 8
      ScriptableRenderPipeline/LightweightPipeline/Resources.meta
  53. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Plane_Tesselated.meta
  54. 76
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/RoundedCube/RoundedCube_0.1.fbx
  55. 98
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/RoundedCube/RoundedCube_0.1.fbx.meta
  56. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/RoundedCube/RoundedCube_Tesselated.fbx
  57. 93
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/RoundedCube/RoundedCube_Tesselated.fbx.meta
  58. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/RoundedCube/RoundedCube_Tesselated_0.1.fbx
  59. 93
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/RoundedCube/RoundedCube_Tesselated_0.1.fbx.meta
  60. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/RoundedCube/RoundedCube_Tesselated_UV0.1.fbx
  61. 93
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/RoundedCube/RoundedCube_Tesselated_UV0.1.fbx.meta
  62. 84
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/RoundedCube/RoundedCube_UV0.1.fbx
  63. 93
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/RoundedCube/RoundedCube_UV0.1.fbx.meta
  64. 129
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/FourShapesColor.tga
  65. 77
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/FourShapesColor.tga.meta
  66. 1
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/FourShapesReliefHeightmap.tga
  67. 77
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Textures/FourShapesReliefHeightmap.tga.meta
  68. 8
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/0xxx.meta
  69. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1207_Lit_Displacement.meta
  70. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1207_Lit_Displacement.unity
  71. 9
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1207_Lit_Displacement.unity.meta
  72. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1208_Lit_Displacement_POM.meta
  73. 1001
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1208_Lit_Displacement_POM.unity
  74. 9
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1208_Lit_Displacement_POM.unity.meta
  75. 16
      ScriptableRenderPipeline/LightweightPipeline/Resources/LightweightPipelineResource.asset
  76. 8
      ScriptableRenderPipeline/LightweightPipeline/Resources/LightweightPipelineResource.asset.meta
  77. 8
      ScriptableRenderPipeline/LightweightPipeline/Resources/LightweightPipelineResource.cs
  78. 11
      ScriptableRenderPipeline/LightweightPipeline/Resources/LightweightPipelineResource.cs.meta
  79. 494
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Plane_Tesselated/Plane_Tesselated.fbx
  80. 98
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Plane_Tesselated/Plane_Tesselated.fbx.meta
  81. 189
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1207_Lit_Displacement/Lit_Displacement_Pixel.mat
  82. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1207_Lit_Displacement/Lit_Displacement_Pixel.mat.meta
  83. 189
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1207_Lit_Displacement/Lit_Displacement_Pixel_Tile10.mat
  84. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1207_Lit_Displacement/Lit_Displacement_Pixel_Tile10.mat.meta
  85. 189
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1207_Lit_Displacement/Lit_Displacement_Vertex.mat
  86. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1207_Lit_Displacement/Lit_Displacement_Vertex.mat.meta
  87. 189
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1207_Lit_Displacement/Lit_Displacement_Vertex_Tile10.mat
  88. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1207_Lit_Displacement/Lit_Displacement_Vertex_Tile10.mat.meta
  89. 189
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1208_Lit_Displacement_POM/Lit_Displacement_Pixel.mat
  90. 10
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1208_Lit_Displacement_POM/Lit_Displacement_Pixel.mat.meta
  91. 93
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1208_Lit_Displacement_POM/Sphere_Displace.png
  92. 87
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1208_Lit_Displacement_POM/Sphere_Displace.png.meta
  93. 255
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1208_Lit_Displacement_POM/Sphere_Normal.png
  94. 77
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1208_Lit_Displacement_POM/Sphere_Normal.png.meta
  95. 0
      /LightweightPipelineAsset.asset.meta
  96. 0
      /ScriptableRenderPipeline/LightweightPipeline/Resources/LightweightPipelineAsset.cs.meta

14
ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1101_Unlit.unity.png.meta


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ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1102_Unlit_Distortion.unity.png
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14
ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1102_Unlit_Distortion.unity.png.meta


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ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1103_Unlit_Distortion_DepthTest.unity.png
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14
ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1103_Unlit_Distortion_DepthTest.unity.png.meta


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ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1201_Lit_Features.unity.png
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14
ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1201_Lit_Features.unity.png.meta


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ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode.unity.png.meta


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ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1203_Lit_Transparent.unity.png.meta


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ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1204_Lit_Transparent_Fog.unity.png.meta


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14
ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1205_Lit_Transparent_Refraction.unity.png.meta


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999
ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1206_Lit_Transparent_Distortion.unity.png
文件差异内容过多而无法显示
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14
ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1206_Lit_Transparent_Distortion.unity.png.meta


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2
ScriptableRenderPipeline/Core/ShaderLibrary/CommonLighting.hlsl


float x = localZ.x;
float y = localZ.y;
float z = localZ.z;
float sz = z >= 0 ? 1 : -1;
float sz = FastSign(z);
float a = 1 / (sz + z);
float ya = y * a;
float b = x * ya;

2
ScriptableRenderPipeline/Core/Shadow/Resources/DebugDisplayShadowMap.shader


{
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#include "../../../Core/ShaderLibrary/Common.hlsl"

1
ScriptableRenderPipeline/Core/Shadow/Shadow.cs


{
m_Shadowmap = new RenderTexture( (int) m_Width, (int) m_Height, (int) m_ShadowmapBits, m_ShadowmapFormat, RenderTextureReadWrite.Linear );
CreateShadowmap( m_Shadowmap );
m_Shadowmap.Create();
}
virtual protected void CreateShadowmap( RenderTexture shadowmap )

2
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplayLatlong.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugFullScreen.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: unitl we go futher in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

69
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


// The pass "SRPDefaultUnlit" is a fall back to legacy unlit rendering and is required to support unity 2d + unity UI that render in the scene.
ShaderPassName[] m_ForwardAndForwardOnlyPassNames = { new ShaderPassName(), new ShaderPassName(), HDShaderPassNames.s_SRPDefaultUnlitName};
ShaderPassName[] m_ForwardOnlyPassNames = { new ShaderPassName(), HDShaderPassNames.s_SRPDefaultUnlitName};
ShaderPassName[] m_ForwardOnlyPassNames = { new ShaderPassName(), HDShaderPassNames.s_SRPDefaultUnlitName };
ShaderPassName[] m_AllTransparentPassNames = { HDShaderPassNames.s_TransparentDepthPrepassName,
HDShaderPassNames.s_TransparentBackfaceName,
HDShaderPassNames.s_ForwardOnlyName,
HDShaderPassNames.s_ForwardName,
HDShaderPassNames.s_TransparentDepthPostpassName,
HDShaderPassNames.s_SRPDefaultUnlitName };
ShaderPassName[] m_AllTransparentDebugDisplayPassNames = { HDShaderPassNames.s_TransparentDepthPrepassName,
HDShaderPassNames.s_TransparentBackfaceDebugDisplayName,
HDShaderPassNames.s_ForwardOnlyDebugDisplayName,
HDShaderPassNames.s_ForwardDebugDisplayName,
HDShaderPassNames.s_TransparentDepthPostpassName,
HDShaderPassNames.s_SRPDefaultUnlitName };
ShaderPassName[] m_AllForwardDebugDisplayPassNames = { HDShaderPassNames.s_TransparentBackfaceDebugDisplayName,
HDShaderPassNames.s_ForwardOnlyDebugDisplayName,
HDShaderPassNames.s_ForwardDebugDisplayName };
ShaderPassName[] m_DepthOnlyAndDepthForwardOnlyPassNames = { HDShaderPassNames.s_DepthForwardOnlyName, HDShaderPassNames.s_DepthOnlyName };
ShaderPassName[] m_DepthForwardOnlyPassNames = { HDShaderPassNames.s_DepthForwardOnlyName };
ShaderPassName[] m_DepthOnlyPassNames = { HDShaderPassNames.s_DepthOnlyName };

RenderSky(hdCamera, cmd);
// Do a depth pre-pass for transparent objects that want it that will fill the depth buffer to reduce the overdraw (typical usage is hair rendering)
RenderTransparentDepthPrepass(m_CullResults, camera, renderContext, cmd);
// Render pre refraction objects
RenderForward(m_CullResults, camera, renderContext, cmd, ForwardPass.PreRefraction);
RenderForwardError(m_CullResults, camera, renderContext, cmd, ForwardPass.PreRefraction);

}
}
RenderDebug(hdCamera, cmd);
RenderDebug(hdCamera, cmd);
#if UNITY_EDITOR
// bind depth surface for editor grid/gizmo/selection rendering

{
CoreUtils.SetRenderTarget(cmd, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, ClearFlag.All, CoreUtils.clearColorAllBlack);
// Render Opaque forward
RenderOpaqueRenderList(cull, hdCamera.camera, renderContext, cmd, HDShaderPassNames.s_ForwardDebugDisplayName, m_currentRendererConfigurationBakedLighting);
RenderOpaqueRenderList(cull, hdCamera.camera, renderContext, cmd, m_AllForwardDebugDisplayPassNames, m_currentRendererConfigurationBakedLighting);
RenderTransparentRenderList(cull, hdCamera.camera, renderContext, cmd, HDShaderPassNames.s_ForwardDebugDisplayName, m_currentRendererConfigurationBakedLighting);
RenderTransparentRenderList(cull, hdCamera.camera, renderContext, cmd, m_AllForwardDebugDisplayPassNames, m_currentRendererConfigurationBakedLighting);
}
}

m_LightLoop.RenderForward(camera, cmd, pass == ForwardPass.Opaque);
if (m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled())
{
m_ForwardAndForwardOnlyPassNames[0] = m_ForwardOnlyPassNames[0] = HDShaderPassNames.s_ForwardOnlyDebugDisplayName;
m_ForwardAndForwardOnlyPassNames[1] = HDShaderPassNames.s_ForwardDebugDisplayName;
}
else
{
m_ForwardAndForwardOnlyPassNames[0] = m_ForwardOnlyPassNames[0] = HDShaderPassNames.s_ForwardOnlyName;
m_ForwardAndForwardOnlyPassNames[1] = HDShaderPassNames.s_ForwardName;
}
if (m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled())
{
m_ForwardAndForwardOnlyPassNames[0] = m_ForwardOnlyPassNames[0] = HDShaderPassNames.s_ForwardOnlyDebugDisplayName;
m_ForwardAndForwardOnlyPassNames[1] = HDShaderPassNames.s_ForwardDebugDisplayName;
}
else
{
m_ForwardAndForwardOnlyPassNames[0] = m_ForwardOnlyPassNames[0] = HDShaderPassNames.s_ForwardOnlyName;
m_ForwardAndForwardOnlyPassNames[1] = HDShaderPassNames.s_ForwardName;
}
var passNames = m_Asset.renderingSettings.ShouldUseForwardRenderingOnly() ? m_ForwardAndForwardOnlyPassNames : m_ForwardOnlyPassNames;
// Forward opaque material always have a prepass (whether or not we use deferred, whether or not there is option like alpha test only) so we pass the right depth state here.
RenderOpaqueRenderList(cullResults, camera, renderContext, cmd, passNames, m_currentRendererConfigurationBakedLighting, null, m_DepthStateOpaqueWithPrepass);

RenderTransparentRenderList(cullResults, camera, renderContext, cmd, m_ForwardAndForwardOnlyPassNames, m_currentRendererConfigurationBakedLighting, preRefractionQueue: pass == ForwardPass.PreRefraction);
var passNames = m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled() ? m_AllTransparentDebugDisplayPassNames : m_AllTransparentPassNames;
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, passNames, m_currentRendererConfigurationBakedLighting, preRefractionQueue: pass == ForwardPass.PreRefraction);
}
}
void RenderTransparentDepthPrepass(CullResults cullResults, Camera camera, ScriptableRenderContext renderContext, CommandBuffer cmd)
{
using (new ProfilingSample(cmd,"Forward Transparent Depth Prepass", GetSampler(CustomSamplerId.ForwardTransparentDepthPrepass)))
{
CoreUtils.SetRenderTarget(cmd, m_CameraDepthStencilBufferRT);
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, HDShaderPassNames.s_TransparentDepthPrepassName, preRefractionQueue: true);
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, HDShaderPassNames.s_TransparentDepthPrepassName);
}
}

{
if (CoreUtils.IsPostProcessingActive(layer))
{
cmd.SetGlobalTexture(HDShaderIDs._CameraDepthTexture, GetDepthTexture());
// Note: Here we don't use GetDepthTexture() to get the depth texture but m_CameraDepthStencilBuffer as the Forward transparent pass can
// write extra data to deal with DOF/MB
cmd.SetGlobalTexture(HDShaderIDs._CameraDepthTexture, m_CameraDepthStencilBuffer);
cmd.SetGlobalTexture(HDShaderIDs._CameraMotionVectorsTexture, m_VelocityBufferRT);
var context = m_PostProcessContext;

6
ScriptableRenderPipeline/HDRenderPipeline/HDStringConstants.cs


public static readonly string s_MotionVectorsStr = "MotionVectors";
public static readonly string s_DistortionVectorsStr = "DistortionVectors";
public static readonly string s_TransparentDepthPrepassStr = "TransparentDepthPrepass";
public static readonly string s_TransparentBackfaceStr = "TransparentBackface";
public static readonly string s_TransparentBackfaceDebugDisplayStr = "TransparentBackfaceDebugDisplay";
public static readonly string s_TransparentDepthPostpassStr = "TransparentDepthPostpass";
public static readonly string s_MetaStr = "Meta";
public static readonly string s_ShadowCasterStr = "ShadowCaster";

public static readonly ShaderPassName s_MotionVectorsName = new ShaderPassName(s_MotionVectorsStr);
public static readonly ShaderPassName s_DistortionVectorsName = new ShaderPassName(s_DistortionVectorsStr);
public static readonly ShaderPassName s_TransparentDepthPrepassName = new ShaderPassName(s_TransparentDepthPrepassStr);
public static readonly ShaderPassName s_TransparentBackfaceName = new ShaderPassName(s_TransparentBackfaceStr);
public static readonly ShaderPassName s_TransparentBackfaceDebugDisplayName = new ShaderPassName(s_TransparentBackfaceDebugDisplayStr);
public static readonly ShaderPassName s_TransparentDepthPostpassName = new ShaderPassName(s_TransparentDepthPostpassStr);
// Legacy name
public static readonly ShaderPassName s_AlwaysName = new ShaderPassName("Always");

6
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


static ComputeBuffer s_shadowDatas = null;
static Texture2DArray m_DefaultTexture2DArray;
static Cubemap m_DefaultTextureCube;
TextureCacheCubemap m_CubeReflTexArray;
int m_CubeReflTexArraySize = 128;

m_DefaultTexture2DArray = new Texture2DArray(1, 1, 1, TextureFormat.ARGB32, false);
m_DefaultTexture2DArray.SetPixels32(new Color32[1] { new Color32(128, 128, 128, 128) }, 0);
m_DefaultTexture2DArray.Apply();
m_DefaultTextureCube = new Cubemap(16, TextureFormat.ARGB32, false);
m_DefaultTextureCube.Apply();
#if UNITY_EDITOR
UnityEditor.SceneView.onSceneGUIDelegate -= OnSceneGUI;

cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs.diffuseLightingUAV, colorBuffers[1]);
// TODO: Check if we can remove this, when I test I can't
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._SkyTexture, skyTexture);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._SkyTexture, skyTexture ? skyTexture : m_DefaultTextureCube);
cmd.SetComputeFloatParam(deferredComputeShader, HDShaderIDs._SkyTextureMipCount, skyTextureMipCount);
// always do deferred lighting in blocks of 16x16 (not same as tiled light size)

10
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


// Keyword for transparent
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature _BLENDMODE_PRESERVE_SPECULAR_LIGHTING
#pragma shader_feature _ENABLE_FOG_ON_TRANSPARENT

ZWrite On
ZTest LEqual
// When alpha test is enabled, we should not write into the color buffer
ColorMask 0
HLSLPROGRAM
#define SHADERPASS SHADERPASS_SHADOWS

Cull[_CullMode]
ZWrite On
// When alpha test is enabled, we should not write into the color buffer
ColorMask 0
HLSLPROGRAM

#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#define SHADERPASS SHADERPASS_FORWARD
#include "../../ShaderVariables.hlsl"
#include "../../ShaderVariables.hlsl"
#include "../../Lighting/Lighting.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "LayeredLitData.hlsl"

10
ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


HLSLINCLUDE
#pragma target 5.0
#pragma only_renderers d3d11 ps4 vulkan // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
// #pragma enable_d3d11_debug_symbols
#pragma shader_feature _ALPHATEST_ON

// Keyword for transparent
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature _BLENDMODE_PRESERVE_SPECULAR_LIGHTING
#pragma shader_feature _ENABLE_FOG_ON_TRANSPARENT

ZWrite On
ZTest LEqual
// When alpha test is enabled, we should not write into the color buffer
ColorMask 0
HLSLPROGRAM
#pragma hull Hull

Cull[_CullMode]
ZWrite On
// When alpha test is enabled, we should not write into the color buffer
ColorMask 0
HLSLPROGRAM

10
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go futher in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
//#pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------

// Keyword for transparent
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature _BLENDMODE_PRESERVE_SPECULAR_LIGHTING
#pragma shader_feature _ENABLE_FOG_ON_TRANSPARENT

ZWrite On
ZTest LEqual
// When alpha test is enabled, we should not write into the color buffer
ColorMask 0
HLSLPROGRAM
#define SHADERPASS SHADERPASS_SHADOWS

Cull[_CullMode]
ZWrite On
// When alpha test is enabled, we should not write into the color buffer
ColorMask 0
HLSLPROGRAM

10
ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


HLSLINCLUDE
#pragma target 5.0
#pragma only_renderers d3d11 ps4 vulkan// TEMP: until we go futher in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
// #pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------

// Keyword for transparent
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature _BLENDMODE_PRESERVE_SPECULAR_LIGHTING
#pragma shader_feature _ENABLE_FOG_ON_TRANSPARENT

ZWrite On
ZTest LEqual
// When alpha test is enabled, we should not write into the color buffer
ColorMask 0
HLSLPROGRAM
#pragma hull Hull

Cull[_CullMode]
ZWrite On
// When alpha test is enabled, we should not write into the color buffer
ColorMask 0
HLSLPROGRAM

9
ScriptableRenderPipeline/HDRenderPipeline/Material/Material.hlsl


// There is a set of Material Keyword that a HD shaders must define (or not define). We call them system KeyWord.
// .Shader need to define:
// - _SURFACE_TYPE_TRANSPARENT if they use a transparent material
// - _BLENDMODE_ALPHA, _BLENDMODE_ADD, _BLENDMODE_MULTIPLY, _BLENDMODE_PRE_MULTIPLY for blend mode
// - _BLENDMODE_ALPHA, _BLENDMODE_ADD, _BLENDMODE_PRE_MULTIPLY for blend mode
// - _BLENDMODE_PRESERVE_SPECULAR_LIGHTING for correct lighting when blend mode are use with a Lit material
// - _ENABLE_FOG_ON_TRANSPARENT if fog is enable on transparent surface

// However this have precision issue when reaching 0, so we change the blend mode and apply src * src_a inside the shader instead
#if defined(_BLENDMODE_ADD) || defined(_BLENDMODE_ALPHA)
return float4(diffuseLighting * opacity + specularLighting, opacity);
#else // defined(_BLENDMODE_MULTIPLY) || defined(_BLENDMODE_PRE_MULTIPLY)
#else // defined(_BLENDMODE_PRE_MULTIPLY)
#else // defined(_BLENDMODE_MULTIPLY) || defined(_BLENDMODE_PRE_MULTIPLY)
#else // defined(_BLENDMODE_PRE_MULTIPLY)
return float4(diffuseLighting + specularLighting, opacity);
#endif
#endif

#elif defined(_BLENDMODE_ADD)
// For additive, we just need to fade to black with fog density (black + background == background color == fog color)
result.rgb = result.rgb * (1.0 - fog.a);
#elif defined(_BLENDMODE_MULTIPLY)
// For multiplicative, we just need to fade to white with fog density (white * background == background color == fog color)
result.rgb = lerp(result.rgb, float3(1.0, 1.0, 1.0), fog.a);
#elif defined(_BLENDMODE_PRE_MULTIPLY)
// For Pre-Multiplied Alpha Blend, we need to multiply fog color by src alpha to match regular alpha blending formula.
result.rgb = lerp(result.rgb, fog.rgb * result.a, fog.a);

110
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs


public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff");
public static GUIContent alphaCutoffShadowText = new GUIContent("Alpha Cutoff Shadow", "Threshold for alpha cutoff in case of shadow pass");
public static GUIContent alphaCutoffPrepassText = new GUIContent("Alpha Cutoff Prepass", "Threshold for alpha cutoff in case of depth prepass");
public static GUIContent transparentDepthPrepassEnableText = new GUIContent("Enable transparent depth prepass", "It allow to ");
public static GUIContent alphaCutoffPostpassText = new GUIContent("Alpha Cutoff Postpass", "Threshold for alpha cutoff in case of depth postpass");
public static GUIContent transparentDepthPrepassEnableText = new GUIContent("Enable transparent depth prepass", "It allow to to fill depth buffer to improve sorting");
public static GUIContent transparentDepthPostpassEnableText = new GUIContent("Enable transparent depth postpass", "It allow to fill depth buffer for postprocess effect like DOF");
public static GUIContent transparentBackfaceEnableText = new GUIContent("Enable back then front rendering", "It allow to better sort transparent mesh by first rendering back faces then front faces in two separate drawcall");
public static GUIContent enableTransparentFogText = new GUIContent("Enable fog", "Enable fog on transparent material");
public static GUIContent enableBlendModePreserveSpecularLightingText = new GUIContent("Blend preserve specular lighting", "Blend mode will only affect diffuse lighting, allowing correct specular lighting (reflection) on transparent object");

{
Alpha = 0,
Additive = 1,
Multiplicative = 3,
PremultipliedAlpha = 4
}

protected const string kAlphaCutoffShadow = "_AlphaCutoffShadow";
protected MaterialProperty alphaCutoffPrepass = null;
protected const string kAlphaCutoffPrepass = "_AlphaCutoffPrepass";
protected MaterialProperty alphaCutoffPostpass = null;
protected const string kAlphaCutoffPostpass = "_AlphaCutoffPostpass";
protected MaterialProperty transparentDepthPostpassEnable = null;
protected const string kTransparentDepthPostpassEnable = "_TransparentDepthPostpassEnable";
protected MaterialProperty transparentBackfaceEnable = null;
protected const string kTransparentBackfaceEnable = "_TransparentBackfaceEnable";
protected MaterialProperty doubleSidedEnable = null;
protected const string kDoubleSidedEnable = "_DoubleSidedEnable";
protected MaterialProperty blendMode = null;

protected const string kEnableFogOnTransparent = "_EnableFogOnTransparent";
protected MaterialProperty enableBlendModePreserveSpecularLighting = null;
protected const string kEnableBlendModePreserveSpecularLighting = "_EnableBlendModePreserveSpecularLighting";
// See comment in LitProperties.hlsl
const string kEmissionColor = "_EmissionColor";

alphaCutoffShadow = FindProperty(kAlphaCutoffShadow, props, false);
alphaCutoffPrepass = FindProperty(kAlphaCutoffPrepass, props, false);
alphaCutoffPostpass = FindProperty(kAlphaCutoffPostpass, props, false);
transparentDepthPostpassEnable = FindProperty(kTransparentDepthPostpassEnable, props, false);
transparentBackfaceEnable = FindProperty(kTransparentBackfaceEnable, props, false);
doubleSidedEnable = FindProperty(kDoubleSidedEnable, props, false);
blendMode = FindProperty(kBlendMode, props, false);

preRefractionPass = FindProperty(kPreRefractionPass, props, false);
enableFogOnTransparent = FindProperty(kEnableFogOnTransparent, props, false);
enableBlendModePreserveSpecularLighting = FindProperty(kEnableBlendModePreserveSpecularLighting, props, false);
enableBlendModePreserveSpecularLighting = FindProperty(kEnableBlendModePreserveSpecularLighting, props, false);
}
void SurfaceTypePopup()

EditorGUI.indentLevel--;
}
}
if (transparentDepthPostpassEnable != null)
{
m_MaterialEditor.ShaderProperty(transparentDepthPostpassEnable, StylesBaseUnlit.transparentDepthPostpassEnableText);
if (transparentDepthPostpassEnable.floatValue == 1.0f)
{
EditorGUI.indentLevel++;
m_MaterialEditor.ShaderProperty(alphaCutoffPostpass, StylesBaseUnlit.alphaCutoffPostpassText);
EditorGUI.indentLevel--;
}
}
if (transparentBackfaceEnable != null && ((SurfaceType)surfaceType.floatValue == SurfaceType.Transparent))
m_MaterialEditor.ShaderProperty(transparentBackfaceEnable, StylesBaseUnlit.transparentBackfaceEnableText);
m_MaterialEditor.ShaderProperty(doubleSidedEnable, StylesBaseUnlit.doubleSidedEnableText);
{
// Grey the option is backface rendering is enabled
bool disabledScope = transparentBackfaceEnable != null && transparentBackfaceEnable.floatValue > 0.0f && ((SurfaceType)surfaceType.floatValue == SurfaceType.Transparent);
using (new EditorGUI.DisabledScope(disabledScope))
{
m_MaterialEditor.ShaderProperty(doubleSidedEnable, StylesBaseUnlit.doubleSidedEnableText);
}
}
EditorGUI.indentLevel--;
}

// These need to always been set either with opaque or transparent! So a users can switch to opaque and remove the keyword correctly
SetKeyword(material, "_BLENDMODE_ALPHA", false);
SetKeyword(material, "_BLENDMODE_ADD", false);
SetKeyword(material, "_BLENDMODE_MULTIPLY", false);
SetKeyword(material, "_BLENDMODE_PRE_MULTIPLY", false);
if (surfaceType == SurfaceType.Opaque)

SetKeyword(material, "_BLENDMODE_ALPHA", BlendMode.Alpha == blendMode);
SetKeyword(material, "_BLENDMODE_ADD", BlendMode.Additive == blendMode);
SetKeyword(material, "_BLENDMODE_MULTIPLY", BlendMode.Multiplicative == blendMode);
SetKeyword(material, "_BLENDMODE_PRE_MULTIPLY", BlendMode.PremultipliedAlpha == blendMode);
switch (blendMode)

material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One);
break;
// Multiplicative
// color: src * dst
case BlendMode.Multiplicative:
material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.DstColor);
material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
break;
// PremultipliedAlpha
// color: src * src_a + dst * (1 - src_a)
// src is supposed to have been multiplied by alpha in the texture on artists side.

}
}
bool doubleSidedEnable = material.HasProperty(kDoubleSidedEnable) && material.GetFloat(kDoubleSidedEnable) > 0.0f;
if (doubleSidedEnable)
{
material.SetInt("_CullMode", (int)UnityEngine.Rendering.CullMode.Off);
}
else
{
material.SetInt("_CullMode", (int)UnityEngine.Rendering.CullMode.Back);
}
SetKeyword(material, "_DOUBLESIDED_ON", doubleSidedEnable);
bool fogEnabled = material.HasProperty(kEnableFogOnTransparent) && material.GetFloat(kEnableFogOnTransparent) > 0.0f && surfaceType == SurfaceType.Transparent;
SetKeyword(material, "_ENABLE_FOG_ON_TRANSPARENT", fogEnabled);

break;
}
}
// Can't enable double sided and backface rendering at the same time, give priority to backface rendering
bool isBackFaceEnable = material.HasProperty(kTransparentBackfaceEnable) && material.GetFloat(kTransparentBackfaceEnable) > 0.0f && surfaceType == SurfaceType.Transparent;
bool doubleSidedEnable = material.HasProperty(kDoubleSidedEnable) && material.GetFloat(kDoubleSidedEnable) > 0.0f && !isBackFaceEnable;
if (doubleSidedEnable)
{
material.SetInt("_CullMode", (int)UnityEngine.Rendering.CullMode.Off);
}
// For both regular and backface, forward pass use backface culling
else
{
material.SetInt("_CullMode", (int)UnityEngine.Rendering.CullMode.Back);
}
SetKeyword(material, "_DOUBLESIDED_ON", doubleSidedEnable);
// A material's GI flag internally keeps track of whether emission is enabled at all, it's enabled but has no effect
// or is enabled and may be modified at runtime. This state depends on the values of the current flag and emissive color.

material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentDepthPrepassStr, false);
}
}
if (material.HasProperty(kTransparentDepthPostpassEnable))
{
bool depthWriteEnable = (material.GetFloat(kTransparentDepthPostpassEnable) > 0.0f) && ((SurfaceType)material.GetFloat(kSurfaceType) == SurfaceType.Transparent);
if (depthWriteEnable)
{
material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentDepthPostpassStr, true);
}
else
{
material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentDepthPostpassStr, false);
}
}
if (material.HasProperty(kTransparentBackfaceEnable))
{
bool backFaceEnable = (material.GetFloat(kTransparentBackfaceEnable) > 0.0f) && ((SurfaceType)material.GetFloat(kSurfaceType) == SurfaceType.Transparent);
if (backFaceEnable)
{
material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentBackfaceStr, true);
material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentBackfaceDebugDisplayStr, true);
}
else
{
material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentBackfaceStr, false);
material.SetShaderPassEnabled(HDShaderPassNames.s_TransparentBackfaceDebugDisplayStr, false);
}
}
}
// Dedicated to emissive - for emissive Enlighten/PVR

6
ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader


// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it.
// TODO: Fix the code in legacy unity so we can customize the beahvior for GI
_EmissionColor("Color", Color) = (1, 1, 1)
// HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes.
_MainTex("Albedo", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)

HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
//#pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------

// Keyword for transparent
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_MULTIPLY _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY
#pragma shader_feature _ENABLE_FOG_ON_TRANSPARENT
//-------------------------------------------------------------------------------------

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


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/GGXConvolve.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma multi_compile _ USE_MIS

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/OpaqueAtmosphericScattering.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag

7
ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs


using (new ProfilingSample(cmd, "DynamicGI.UpdateEnvironment"))
{
// TODO: Properly send the cubemap to Enlighten. Currently workaround is to set the cubemap in a Skybox/cubemap material
float intensity = IsSkyValid() ? 1.0f : 0.0f; // Eliminate all diffuse if we don't have a skybox (meaning for now the background is black in HDRP)
RenderSettings.skybox = IsSkyValid() ? m_StandardSkyboxMaterial : null; // Setup this material as the default to be use in RenderSettings
RenderSettings.ambientIntensity = 1.0f; // fix this to 1, this parameter should not exist!
RenderSettings.skybox = m_StandardSkyboxMaterial; // Setup this material as the default to be use in RenderSettings
RenderSettings.ambientIntensity = intensity;
RenderSettings.reflectionIntensity = 1.0f;
RenderSettings.reflectionIntensity = intensity;
RenderSettings.customReflection = null;
DynamicGI.UpdateEnvironment();

2
ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs


}
Light light = lightData.light;
if (light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed)
if (light.bakingOutput.mixedLightingMode == MixedLightingMode.Subtractive && light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed)
{
// TODO: Add support to shadow mask
if (m_MixedLightingSetup == MixedLightingSetup.None && lightData.light.shadows != LightShadows.None)

4
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightCore.cginc


#if defined(UNITY_COLORSPACE_GAMMA)
#define LIGHTWEIGHT_GAMMA_TO_LINEAR(gammaColor) gammaColor * gammaColor
#define LIGHTWEIGHT_LINEAR_TO_GAMMA(linColor) sqrt(color)
#define OUTPUT_COLOR(color) return half4(LIGHTWEIGHT_LINEAR_TO_GAMMA(color.rgb), color.a)
#define LIGHTWEIGHT_LINEAR_TO_GAMMA(linColor) sqrt(linColor)
#define OUTPUT_COLOR(color) half4(LIGHTWEIGHT_LINEAR_TO_GAMMA(color.rgb), color.a)
#else
#define LIGHTWEIGHT_GAMMA_TO_LINEAR(color) color
#define LIGHTWEIGHT_LINEAR_TO_GAMMA(color) color

4
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandard.shader


#pragma shader_feature _SPECULAR_SETUP
#pragma multi_compile _ _MAIN_LIGHT_COOKIE
#pragma multi_compile _MAIN_DIRECTIONAL_LIGHT _MAIN_SPOT_LIGHT _MAIN_POINT_LIGHT
#pragma multi_compile _MAIN_DIRECTIONAL_LIGHT _MAIN_SPOT_LIGHT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE _MIXED_LIGHTING_SHADOWMASK
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED

2
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardSimpleLighting.shader


#pragma multi_compile _ _MAIN_LIGHT_COOKIE
#pragma multi_compile _MAIN_DIRECTIONAL_LIGHT _MAIN_SPOT_LIGHT
#pragma multi_compile _ _ADDITIONAL_LIGHTS
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE _MIXED_LIGHTING_SHADOWMASK
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED

4
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightStandardTerrain.shader


#include "LightweightLighting.cginc"
#pragma multi_compile _ _MAIN_LIGHT_COOKIE
#pragma multi_compile _MAIN_DIRECTIONAL_LIGHT _MAIN_SPOT_LIGHT _MAIN_POINT_LIGHT
#pragma multi_compile _MAIN_DIRECTIONAL_LIGHT _MAIN_SPOT_LIGHT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE _MIXED_LIGHTING_SHADOWMASK
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED

2
ScriptableRenderPipeline/master-package.json


{
"version": "0.1.7",
"version": "0.1.10",
"unity": "2018.1",
"dependencies": {
"com.unity.postprocessing": "0.1.3"

23
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/ComplexMaterial/ComplexMaterial.mat


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509
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/ComplexMaterial/Textures/ComplexMat_H.tga
文件差异内容过多而无法显示
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350
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1201_Lit_Features.unity


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--- !u!157 &3
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67
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode.unity


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--- !u!157 &3
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23
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/1xxx_Materials/1202_Lit_DoubleSideNormalMode/DoubleSideNormalTest.mat


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4
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Scripts.meta


fileFormatVersion: 2
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guid: c6fe8859c4c681d428c024202d9f27b4
timeCreated: 1509363645
licenseType: Pro
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userData:

16
subpackage.py


from pprint import pprint
def create_or_increment(map, key):
if key not in map:
map[key] = 1
else:
map[key] += 1
def main():
parser = argparse.ArgumentParser()

help="don't clean-up files")
parser.add_argument("-s", "--silent", action="store_true",
help="don't tell me what's going on here")
parser.add_argument("--save-npmrc", action="store_true",
help="save the downloaded .npmrc file to the current working directory")
args = parser.parse_args()
silent = args.silent
base_folder = os.path.realpath(args.folder)

res = c.getresponse()
npm_config = res.read().decode(res.headers.get_content_charset("ascii"))
print(textwrap.indent(npm_config, " >"))
info_print("Writing config to sub-package folders:")
info_print("Writing config to files:")
with open(path, 'w') as file:
file.write(npm_config)
info_print(" {}".format(path))
if args.save_npmrc:
path = os.path.join(os.getcwd(), ".npmrc")
with open(path, 'w') as file:
file.write(npm_config)
info_print(" {}".format(path))

32
ScriptableRenderPipeline/LightweightPipeline/Resources/LightweightPipelineAsset.cs


[SerializeField] private float m_Cascade2Split = 0.25f;
[SerializeField] private Vector3 m_Cascade4Split = new Vector3(0.067f, 0.2f, 0.467f);
[SerializeField] private Material m_DefaultMaterial;
[SerializeField] private Material m_DefaultParticleMaterial;
[SerializeField] private Material m_DefaultTerrainMaterial;
[SerializeField] private Material m_DefaultMaterial;
[SerializeField] private Material m_DefaultParticleMaterial;
[SerializeField] private Material m_DefaultTerrainMaterial;
#if UNITY_EDITOR
[UnityEditor.MenuItem("Assets/Create/Render Pipeline/Lightweight/Render Pipeline", priority = CoreUtils.assetCreateMenuPriority1)]

string[] guids = UnityEditor.AssetDatabase.FindAssets("LightweightPipelineResource t:scriptableobject");
LightweightPipelineResource resourceAsset = null;
foreach (string guid in guids)
{
string path = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
resourceAsset = UnityEditor.AssetDatabase.LoadAssetAtPath<LightweightPipelineResource>(path);
if (resourceAsset != null)
break;
}
if (resourceAsset != null)
{
instance.m_DefaultMaterial = resourceAsset.DefaultMaterial;
instance.m_DefaultParticleMaterial = resourceAsset.DefaultParticleMaterial;
instance.m_DefaultTerrainMaterial = resourceAsset.DefaultTerrainMaterial;
}
string path = UnityEditor.EditorUtility.SaveFilePanelInProject("Save Lightweight Asset", "LightweightAsset", "asset",
string assetPath = UnityEditor.EditorUtility.SaveFilePanelInProject("Save Lightweight Asset", "LightweightAsset", "asset",
if (path.Length > 0)
UnityEditor.AssetDatabase.CreateAsset(instance, path);
if (assetPath.Length > 0)
UnityEditor.AssetDatabase.CreateAsset(instance, assetPath);
}
#endif

1001
ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1207_Lit_Displacement.unity.png
文件差异内容过多而无法显示
查看文件

83
ImageTemplates/HDRenderPipeline/Scenes/1xxx_Materials/1207_Lit_Displacement.unity.png.meta


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ScriptableRenderPipeline/LightweightPipeline/Resources/LightweightPipelineResource.cs


using UnityEngine;
public class LightweightPipelineResource : ScriptableObject
{
public Material DefaultMaterial;
public Material DefaultParticleMaterial;
public Material DefaultTerrainMaterial;
}

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ScriptableRenderPipeline/LightweightPipeline/Resources/LightweightPipelineResource.cs.meta


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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/3DObjects/Plane_Tesselated/Plane_Tesselated.fbx
文件差异内容过多而无法显示
查看文件

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assetBundleName:
assetBundleVariant:

/ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset.meta → /LightweightPipelineAsset.asset.meta

/ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.cs.meta → /ScriptableRenderPipeline/LightweightPipeline/Resources/LightweightPipelineAsset.cs.meta

部分文件因为文件数量过多而无法显示

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