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HDRenderLoop: Remove Shaders folder and move all files at root + rename XXXDefault.shader to XXX.shader

/main
sebastienlagarde 8 年前
当前提交
ea867c72
共有 72 个文件被更改,包括 1736 次插入34 次删除
  1. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.cs.hlsl
  2. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/PreIntegratedFGD.shader
  3. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Builtin/BuiltinData.cs.hlsl
  4. 8
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Unlit/Unlit.shader
  5. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Unlit/Unlit.cs.hlsl
  6. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/PostProcess/FinalPass.shader
  7. 8
      Assets/ScriptableRenderLoop/HDRenderLoop/Debug/DebugViewMaterialGBuffer.shader
  8. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/ShaderPass/ShaderPass.cs.hlsl
  9. 6
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/Deferred.shader
  10. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightDefinition.cs.hlsl
  11. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePass.cs.hlsl
  12. 10
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/Lighting.hlsl
  13. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl
  14. 374
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/LayeredLit.shader
  15. 1001
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl
  16. 336
      Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.shader
  17. 9
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders.meta
  18. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/LayeredLitUI.cs
  19. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/LayeredLitUI.cs.meta
  20. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/LayeredLit.shader.meta
  21. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitUI.cs
  22. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitUI.cs.meta
  23. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.cs.hlsl
  24. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.cs.hlsl.meta
  25. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.cs.meta
  26. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl.meta
  27. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/PreIntegratedFGD.shader
  28. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/PreIntegratedFGD.shader.meta
  29. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitData.hlsl.meta
  30. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.shader.meta
  31. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitData.hlsl
  32. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitDebugPass.hlsl
  33. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitDebugPass.hlsl.meta
  34. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitDepthPass.hlsl
  35. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitDepthPass.hlsl.meta
  36. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitMetaPass.hlsl
  37. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitMetaPass.hlsl.meta
  38. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitSharePass.hlsl
  39. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitSharePass.hlsl.meta
  40. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitVelocityPass.hlsl
  41. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitVelocityPass.hlsl.meta
  42. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.cs
  43. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Material.hlsl.meta
  44. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Builtin.meta
  45. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit.meta
  46. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit.meta
  47. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Unlit.meta
  48. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Builtin
  49. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Unlit
  50. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Unlit/Unlit.shader.meta
  51. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Unlit/Unlit.shader
  52. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Material.hlsl
  53. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Lighting.meta
  54. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Material.meta
  55. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl
  56. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl.meta
  57. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/PostProcess.meta
  58. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.meta
  59. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/PostProcess
  60. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Debug.meta
  61. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Debug
  62. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/ShaderPass.meta
  63. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/ShaderPass
  64. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Shadow.meta
  65. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Lighting
  66. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/Shadow
  67. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl
  68. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl.meta
  69. 0
      /Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs

2
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.cs. Please don't edit by hand.
//
#ifndef LIT_CS_HLSL

2
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/PreIntegratedFGD.shader


#include "Common.hlsl"
#include "ImageBasedLighting.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
struct Attributes

2
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Builtin/BuiltinData.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin/BuiltinData.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Material/Builtin/BuiltinData.cs. Please don't edit by hand.
//
#ifndef BUILTINDATA_CS_HLSL

8
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Unlit/Unlit.shader


//-------------------------------------------------------------------------------------
#include "common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPass.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterial.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderPass/ShaderPass.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Debug/DebugViewMaterial.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration

2
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Unlit/Unlit.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit/Unlit.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Material/Unlit/Unlit.cs. Please don't edit by hand.
//
#ifndef UNLIT_CS_HLSL

2
Assets/ScriptableRenderLoop/HDRenderLoop/PostProcess/FinalPass.shader


#include "Common.hlsl"
#include "Color.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
TEXTURE2D(_MainTex);
SAMPLER2D(sampler_MainTex);

8
Assets/ScriptableRenderLoop/HDRenderLoop/Debug/DebugViewMaterialGBuffer.shader


// 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 "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugViewMaterial.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Material.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Debug/DebugViewMaterial.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Material/Material.hlsl"
DECLARE_GBUFFER_TEXTURE(_GBufferTexture);

2
Assets/ScriptableRenderLoop/HDRenderLoop/ShaderPass/ShaderPass.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass/ShaderPass.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/ShaderPass/ShaderPass.cs. Please don't edit by hand.
//
#ifndef SHADERPASS_CS_HLSL

6
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/Deferred.shader


// deferred material must replace the old one here. If in the future we want to support multiple layout (cause a lot of consistency problem),
// the deferred shader will require to use multicompile.
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Lighting.hlsl" // This include Material.hlsl
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/Lighting.hlsl" // This include Material.hlsl
//-------------------------------------------------------------------------------------
// variable declaration

2
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightDefinition.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightDefinition.cs. Please don't edit by hand.
//
#ifndef LIGHTDEFINITION_CS_HLSL

2
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePass.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/SinglePass/SinglePass.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePass.cs. Please don't edit by hand.
//
#ifndef SINGLEPASS_CS_HLSL

10
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/Lighting.hlsl


#define HAS_LIGHTLOOP // Allow to not define LightLoop related function in Material.hlsl
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightDefinition.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightDefinition.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/SinglePass/SinglePass.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePass.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Shadow/Shadow.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Material.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shadow/Shadow.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Material/Material.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/SinglePass/SinglePassLoop.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePassLoop.hlsl"
#endif

2
Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderConfig.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs. Please don't edit by hand.
//
#ifndef SHADERCONFIG_CS_HLSL

374
Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/LayeredLit.shader


Shader "HDRenderLoop/LayeredLit"
{
Properties
{
// Following set of parameters represent the parameters node inside the MaterialGraph.
// They are use to fill a SurfaceData. With a MaterialGraph this should not exist.
// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear
_BaseColor0("BaseColor0", Color) = (1,1,1,1)
_BaseColor1("BaseColor1", Color) = (1, 1, 1, 1)
_BaseColor2("BaseColor2", Color) = (1, 1, 1, 1)
_BaseColor3("BaseColor3", Color) = (1, 1, 1, 1)
_BaseColorMap0("BaseColorMap0", 2D) = "white" {}
_BaseColorMap1("BaseColorMap1", 2D) = "white" {}
_BaseColorMap2("BaseColorMap2", 2D) = "white" {}
_BaseColorMap3("BaseColorMap3", 2D) = "white" {}
_Metallic0("Metallic0", Range(0.0, 1.0)) = 0
_Metallic1("Metallic1", Range(0.0, 1.0)) = 0
_Metallic2("Metallic2", Range(0.0, 1.0)) = 0
_Metallic3("Metallic3", Range(0.0, 1.0)) = 0
_Smoothness0("Smoothness0", Range(0.0, 1.0)) = 0.5
_Smoothness1("Smoothness1", Range(0.0, 1.0)) = 0.5
_Smoothness2("Smoothness2", Range(0.0, 1.0)) = 0.5
_Smoothness3("Smoothness3", Range(0.0, 1.0)) = 0.5
_MaskMap0("MaskMap0", 2D) = "white" {}
_MaskMap1("MaskMap1", 2D) = "white" {}
_MaskMap2("MaskMap2", 2D) = "white" {}
_MaskMap3("MaskMap3", 2D) = "white" {}
_SpecularOcclusionMap0("SpecularOcclusion0", 2D) = "white" {}
_SpecularOcclusionMap1("SpecularOcclusion1", 2D) = "white" {}
_SpecularOcclusionMap2("SpecularOcclusion2", 2D) = "white" {}
_SpecularOcclusionMap3("SpecularOcclusion3", 2D) = "white" {}
_NormalMap0("NormalMap0", 2D) = "bump" {}
_NormalMap1("NormalMap1", 2D) = "bump" {}
_NormalMap2("NormalMap2", 2D) = "bump" {}
_NormalMap3("NormalMap3", 2D) = "bump" {}
[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
_HeightMap0("HeightMap0", 2D) = "black" {}
_HeightMap1("HeightMap1", 2D) = "black" {}
_HeightMap2("HeightMap2", 2D) = "black" {}
_HeightMap3("HeightMap3", 2D) = "black" {}
_HeightScale0("Height Scale0", Float) = 1
_HeightScale1("Height Scale1", Float) = 1
_HeightScale2("Height Scale2", Float) = 1
_HeightScale3("Height Scale3", Float) = 1
_HeightBias0("Height Bias0", Float) = 0
_HeightBias1("Height Bias1", Float) = 0
_HeightBias2("Height Bias2", Float) = 0
_HeightBias3("Height Bias3", Float) = 0
[Enum(Parallax, 0, Displacement, 1)] _HeightMapMode("Heightmap usage", Float) = 0
_EmissiveColor0("EmissiveColor0", Color) = (0, 0, 0)
_EmissiveColor1("EmissiveColor1", Color) = (0, 0, 0)
_EmissiveColor2("EmissiveColor2", Color) = (0, 0, 0)
_EmissiveColor3("EmissiveColor3", Color) = (0, 0, 0)
_EmissiveColorMap0("EmissiveColorMap0", 2D) = "white" {}
_EmissiveColorMap1("EmissiveColorMap1", 2D) = "white" {}
_EmissiveColorMap2("EmissiveColorMap2", 2D) = "white" {}
_EmissiveColorMap3("EmissiveColorMap3", 2D) = "white" {}
_EmissiveIntensity0("EmissiveIntensity0", Float) = 0
_EmissiveIntensity1("EmissiveIntensity1", Float) = 0
_EmissiveIntensity2("EmissiveIntensity2", Float) = 0
_EmissiveIntensity3("EmissiveIntensity3", Float) = 0
_LayerMaskMap("LayerMaskMap", 2D) = "white" {}
[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0
[ToggleOff] _DistortionDepthTest("Distortion Only", Float) = 0.0
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
// Blending state
[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0
[HideInInspector] _BlendMode ("__blendmode", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
[HideInInspector] _CullMode("__cullmode", Float) = 2.0
// Material Id
[HideInInspector] _MaterialId("_MaterialId", FLoat) = 0
[HideInInspector] _LayerCount("__layerCount", Float) = 2.0
[Enum(Mask Alpha, 0, BaseColor Alpha, 1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 1
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
[Enum(None, 0, DoubleSided, 1, DoubleSidedLigthingFlip, 2, DoubleSidedLigthingMirror, 3)] _DoubleSidedMode("Double sided mode", Float) = 0
}
HLSLINCLUDE
#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ _DOUBLESIDED_LIGHTING_FLIP _DOUBLESIDED_LIGHTING_MIRROR
#pragma shader_feature _NORMALMAP
#pragma shader_feature _NORMALMAP_TANGENT_SPACE
#pragma shader_feature _MASKMAP
#pragma shader_feature _SPECULAROCCLUSIONMAP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _EMISSIVE_COLOR
#pragma shader_feature _EMISSIVE_COLOR_MAP
#pragma shader_feature _HEIGHTMAP
#pragma shader_feature _HEIGHTMAP_AS_DISPLACEMENT
#pragma shader_feature _LAYERMASKMAP
#pragma shader_feature _ _LAYEREDLIT_3_LAYERS _LAYEREDLIT_4_LAYERS
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderPass/ShaderPass.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Debug/DebugViewMaterial.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
// Set of users variables
#define PROP_DECL(type, name) type name, name##0, name##1, name##2, name##3;
#define PROP_DECL_TEX2D(name)\
TEXTURE2D(name##0); \
SAMPLER2D(sampler##name##0); \
TEXTURE2D(name##1); \
TEXTURE2D(name##2); \
TEXTURE2D(name##3);
#define PROP_SAMPLE(name, textureName, texcoord, swizzle)\
name##0 = SAMPLE_TEXTURE2D(textureName##0, sampler##textureName##0, texcoord).##swizzle; \
name##1 = SAMPLE_TEXTURE2D(textureName##1, sampler##textureName##0, texcoord).##swizzle; \
name##2 = SAMPLE_TEXTURE2D(textureName##2, sampler##textureName##0, texcoord).##swizzle; \
name##3 = SAMPLE_TEXTURE2D(textureName##3, sampler##textureName##0, texcoord).##swizzle;
#define PROP_MUL(name, multiplier, swizzle)\
name##0 *= multiplier##0.##swizzle; \
name##1 *= multiplier##1.##swizzle; \
name##2 *= multiplier##2.##swizzle; \
name##3 *= multiplier##3.##swizzle;
#define PROP_ASSIGN(name, input, swizzle)\
name##0 = input##0.##swizzle; \
name##1 = input##1.##swizzle; \
name##2 = input##2.##swizzle; \
name##3 = input##3.##swizzle;
#define PROP_ASSIGN_VALUE(name, input)\
name##0 = input; \
name##1 = input; \
name##2 = input; \
name##3 = input;
#define PROP_BLEND_COLOR(name, mask) name = BlendLayeredColor(name##0, name##1, name##2, name##3, mask);
#define PROP_BLEND_SCALAR(name, mask) name = BlendLayeredScalar(name##0, name##1, name##2, name##3, mask);
#define _MAX_LAYER 4
#if defined(_LAYEREDLIT_4_LAYERS)
# define _LAYER_COUNT 4
#elif defined(_LAYEREDLIT_3_LAYERS)
# define _LAYER_COUNT 3
#else
# define _LAYER_COUNT 2
#endif
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
// Set of users variables
PROP_DECL(float4, _BaseColor);
PROP_DECL_TEX2D(_BaseColorMap);
PROP_DECL(float, _Metallic);
PROP_DECL(float, _Smoothness);
PROP_DECL_TEX2D(_MaskMap);
PROP_DECL_TEX2D(_SpecularOcclusionMap);
PROP_DECL_TEX2D(_NormalMap);
PROP_DECL_TEX2D(_Heightmap);
PROP_DECL(float, _HeightScale);
PROP_DECL(float, _HeightBias);
PROP_DECL(float3, _EmissiveColor);
PROP_DECL(float, _EmissiveIntensity);
float _AlphaCutoff;
TEXTURE2D(_LayerMaskMap);
SAMPLER2D(sampler_LayerMaskMap);
ENDHLSL
SubShader
{
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
LOD 300
Pass
{
Name "GBuffer" // Name is not used
Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
#define SHADERPASS SHADERPASS_GBUFFER
#define LAYERED_LIT_SHADER
#include "../../Material/Material.hlsl"
#include "../Lit/LitData.hlsl"
#include "../Lit/LitSharePass.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
ENDHLSL
}
Pass
{
Name "Debug"
Tags{ "LightMode" = "DebugViewMaterial" }
Cull[_CullMode]
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
#define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL
#define LAYERED_LIT_SHADER
#include "../../Material/Material.hlsl"
#include "../Lit/LitData.hlsl"
#include "../Lit/LitSharePass.hlsl"
#include "../Lit/LitDebugPass.hlsl"
#include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl"
ENDHLSL
}
// Extracts information for lightmapping, GI (emission, albedo, ...)
// This pass it not used during regular rendering.
Pass
{
Name "META"
Tags{ "LightMode" = "Meta" }
Cull Off
HLSLPROGRAM
// Lightmap memo
// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light,
// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON.
#pragma vertex Vert
#pragma fragment Frag
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
#define LAYERED_LIT_SHADER
#include "../../Material/Material.hlsl"
#include "../Lit/LitData.hlsl"
#include "../Lit/LitMetaPass.hlsl"
#include "../../ShaderPass/ShaderPassLightTransport.hlsl"
ENDHLSL
}
Pass
{
Name "Motion Vectors"
Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity)
Cull[_CullMode]
ZTest LEqual
ZWrite Off // TODO: Test Z equal here.
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#define SHADERPASS SHADERPASS_VELOCITY
#define LAYERED_LIT_SHADER
#include "../../Material/Material.hlsl"
#include "../Lit/LitData.hlsl"
#include "../Lit/LitVelocityPass.hlsl"
#include "../../ShaderPass/ShaderPassVelocity.hlsl"
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
Cull[_CullMode]
ZWrite On ZTest LEqual
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define LAYERED_LIT_SHADER
#include "../../Material/Material.hlsl"
#include "../Lit/LitData.hlsl"
#include "../Lit/LitDepthPass.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL
}
Pass
{
Name "Forward" // Name is not used
Tags{ "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_CullMode]
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
#define SHADERPASS SHADERPASS_FORWARD
// TEMP until pragma work in include
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile LIGHTLOOP_SINGLE_PASS
#define LAYERED_LIT_SHADER
//#pragma multi_compile SHADOWFILTERING_FIXED_SIZE_PCF
#include "../../Lighting/Lighting.hlsl"
#include "../Lit/LitData.hlsl"
#include "../Lit/LitSharePass.hlsl"
#include "../../ShaderPass/ShaderPassForward.hlsl"
ENDHLSL
}
}
CustomEditor "LayeredLitGUI"
}

1001
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl
文件差异内容过多而无法显示
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336
Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.shader


Shader "HDRenderLoop/Lit"
{
Properties
{
// Following set of parameters represent the parameters node inside the MaterialGraph.
// They are use to fill a SurfaceData. With a MaterialGraph this should not exist.
// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear
_BaseColor("BaseColor", Color) = (1,1,1,1)
_BaseColorMap("BaseColorMap", 2D) = "white" {}
_Metallic("_Metallic", Range(0.0, 1.0)) = 0
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
_MaskMap("MaskMap", 2D) = "white" {}
_SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {}
_NormalMap("NormalMap", 2D) = "bump" {}
[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
_HeightMap("HeightMap", 2D) = "black" {}
_HeightScale("Height Scale", Float) = 1
_HeightBias("Height Bias", Float) = 0
[Enum(Parallax, 0, Displacement, 1)] _HeightMapMode("Heightmap usage", Float) = 0
_TangentMap("TangentMap", 2D) = "bump" {}
_Anisotropy("Anisotropy", Range(0.0, 1.0)) = 0
_AnisotropyMap("AnisotropyMap", 2D) = "white" {}
_SubSurfaceRadius("SubSurfaceRadius", Range(0.0, 1.0)) = 0
_SubSurfaceRadiusMap("SubSurfaceRadiusMap", 2D) = "white" {}
//_Thickness("Thickness", Range(0.0, 1.0)) = 0
//_ThicknessMap("ThicknessMap", 2D) = "white" {}
//_SubSurfaceProfile("SubSurfaceProfile", Float) = 0
//_CoatCoverage("CoatCoverage", Range(0.0, 1.0)) = 0
//_CoatCoverageMap("CoatCoverageMapMap", 2D) = "white" {}
//_CoatRoughness("CoatRoughness", Range(0.0, 1.0)) = 0
//_CoatRoughnessMap("CoatRoughnessMap", 2D) = "white" {}
// _DistortionVectorMap("DistortionVectorMap", 2D) = "white" {}
// _DistortionBlur("DistortionBlur", Range(0.0, 1.0)) = 0
// Following options are for the GUI inspector and different from the input parameters above
// These option below will cause different compilation flag.
_EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
_EmissiveIntensity("EmissiveIntensity", Float) = 0
[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0
[ToggleOff] _DistortionDepthTest("Distortion Only", Float) = 0.0
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
// Blending state
[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0
[HideInInspector] _BlendMode ("__blendmode", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
[HideInInspector] _CullMode("__cullmode", Float) = 2.0
// Material Id
[HideInInspector] _MaterialId("_MaterialId", FLoat) = 0
[Enum(Mask Alpha, 0, BaseColor Alpha, 1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 1
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
[Enum(None, 0, DoubleSided, 1, DoubleSidedLigthingFlip, 2, DoubleSidedLigthingMirror, 3)] _DoubleSidedMode("Double sided mode", Float) = 0
}
HLSLINCLUDE
#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
//-------------------------------------------------------------------------------------
// Variant
//-------------------------------------------------------------------------------------
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _ _DOUBLESIDED_LIGHTING_FLIP _DOUBLESIDED_LIGHTING_MIRROR
#pragma shader_feature _NORMALMAP
#pragma shader_feature _NORMALMAP_TANGENT_SPACE
#pragma shader_feature _MASKMAP
#pragma shader_feature _SPECULAROCCLUSIONMAP
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _EMISSIVE_COLOR
#pragma shader_feature _EMISSIVE_COLOR_MAP
#pragma shader_feature _HEIGHTMAP
#pragma shader_feature _HEIGHTMAP_AS_DISPLACEMENT
#pragma shader_feature _TANGENTMAP
#pragma shader_feature _ANISOTROPYMAP
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
// TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ?
//#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderPass/ShaderPass.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Debug/DebugViewMaterial.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
// Set of users variables
float4 _BaseColor;
TEXTURE2D(_BaseColorMap);
SAMPLER2D(sampler_BaseColorMap);
float _Metallic;
float _Smoothness;
TEXTURE2D(_MaskMap);
SAMPLER2D(sampler_MaskMap);
TEXTURE2D(_SpecularOcclusionMap);
SAMPLER2D(sampler_SpecularOcclusionMap);
TEXTURE2D(_NormalMap);
SAMPLER2D(sampler_NormalMap);
TEXTURE2D(_Heightmap);
SAMPLER2D(sampler_Heightmap);
float _HeightScale;
float _HeightBias;
TEXTURE2D(_TangentMap);
SAMPLER2D(sampler_TangentMap);
float _Anisotropy;
TEXTURE2D(_AnisotropyMap);
SAMPLER2D(sampler_AnisotropyMap);
TEXTURE2D(_DiffuseLightingMap);
SAMPLER2D(sampler_DiffuseLightingMap);
float3 _EmissiveColor;
TEXTURE2D(_EmissiveColorMap);
SAMPLER2D(sampler_EmissiveColorMap);
float _EmissiveIntensity;
float _SubSurfaceRadius;
TEXTURE2D(_SubSurfaceRadiusMap);
SAMPLER2D(sampler_SubSurfaceRadiusMap);
// float _Thickness;
//TEXTURE2D(_ThicknessMap);
//SAMPLER2D(sampler_ThicknessMap);
// float _CoatCoverage;
//TEXTURE2D(_CoatCoverageMap);
//SAMPLER2D(sampler_CoatCoverageMap);
// float _CoatRoughness;
//TEXTURE2D(_CoatRoughnessMap);
//SAMPLER2D(sampler_CoatRoughnessMap);
float _AlphaCutoff;
ENDHLSL
SubShader
{
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
LOD 300
Pass
{
Name "GBuffer" // Name is not used
Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
#define SHADERPASS SHADERPASS_GBUFFER
#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
#include "LitSharePass.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
ENDHLSL
}
Pass
{
Name "Debug"
Tags { "LightMode" = "DebugViewMaterial" }
Cull[_CullMode]
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
#define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL
#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
#include "LitSharePass.hlsl"
#include "LitDebugPass.hlsl"
#include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl"
ENDHLSL
}
// Extracts information for lightmapping, GI (emission, albedo, ...)
// This pass it not used during regular rendering.
Pass
{
Name "META"
Tags{ "LightMode" = "Meta" }
Cull Off
HLSLPROGRAM
// Lightmap memo
// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light,
// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON.
#pragma vertex Vert
#pragma fragment Frag
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
#include "LitMetaPass.hlsl"
#include "../../ShaderPass/ShaderPassLightTransport.hlsl"
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
Cull[_CullMode]
ZWrite On ZTest LEqual
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
#include "LitDepthPass.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL
}
Pass
{
Name "Motion Vectors"
Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity)
Cull[_CullMode]
ZTest LEqual
ZWrite Off // TODO: Test Z equal here.
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#define SHADERPASS SHADERPASS_VELOCITY
#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
#include "LitVelocityPass.hlsl"
#include "../../ShaderPass/ShaderPassVelocity.hlsl"
ENDHLSL
}
Pass
{
Name "Forward" // Name is not used
Tags { "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull [_CullMode]
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
#define SHADERPASS SHADERPASS_FORWARD
// TEMP until pragma work in include
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile LIGHTLOOP_SINGLE_PASS
//#pragma multi_compile SHADOWFILTERING_FIXED_SIZE_PCF
#include "../../Lighting/Lighting.hlsl"
#include "LitData.hlsl"
#include "LitSharePass.hlsl"
#include "../../ShaderPass/ShaderPassForward.hlsl"
ENDHLSL
}
}
CustomEditor "LitGUI"
}

9
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders.meta


fileFormatVersion: 2
guid: fafbb144d7f66074785b7727293d89c5
folderAsset: yes
timeCreated: 1474297943
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitUI.cs → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/LayeredLitUI.cs

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitUI.cs.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/LayeredLitUI.cs.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitDefault.shader.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit/LayeredLit.shader.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitUI.cs → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitUI.cs

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitUI.cs.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitUI.cs.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.cs.hlsl → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.cs.hlsl

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.cs.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.cs.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.cs.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.cs.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/PreIntegratedFGD.shader → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/PreIntegratedFGD.shader

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/PreIntegratedFGD.shader.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/PreIntegratedFGD.shader.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitData.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitData.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitDefault.shader.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.shader.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitData.hlsl → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitData.hlsl

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitDebugPass.hlsl → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitDebugPass.hlsl

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitDebugPass.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitDebugPass.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitDepthPass.hlsl → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitDepthPass.hlsl

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitDepthPass.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitDepthPass.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitMetaPass.hlsl → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitMetaPass.hlsl

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitMetaPass.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitMetaPass.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitSharePass.hlsl → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitSharePass.hlsl

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitSharePass.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitSharePass.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitVelocityPass.hlsl → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitVelocityPass.hlsl

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitVelocityPass.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/LitVelocityPass.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.cs → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit/Lit.cs

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Material.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Material.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Builtin.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/LayeredLit.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Lit.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Unlit.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Builtin → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Builtin

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Unlit

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Unlit/UnlitDefault.shader.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Unlit/Unlit.shader.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Material/Unlit/UnlitDefault.shader → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Unlit/Unlit.shader

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Material.hlsl → /Assets/ScriptableRenderLoop/HDRenderLoop/Material/Material.hlsl

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/Lighting.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/Material.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl → /Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/PostProcess.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/PostProcess.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderConfig.cs.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/PostProcess → /Assets/ScriptableRenderLoop/HDRenderLoop/PostProcess

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/Debug.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug → /Assets/ScriptableRenderLoop/HDRenderLoop/Debug

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/ShaderPass.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderPass → /Assets/ScriptableRenderLoop/HDRenderLoop/ShaderPass

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Shadow.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/Shadow.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting → /Assets/ScriptableRenderLoop/HDRenderLoop/Lighting

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Shadow → /Assets/ScriptableRenderLoop/HDRenderLoop/Shadow

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderConfig.cs.hlsl → /Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderConfig.cs.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderConfig.cs → /Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs

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