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Merge remote-tracking branch 'origin/master' into sample_game

/sample_game
Peter Andreasen 7 年前
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ece831c7
共有 13 个文件被更改,包括 1414 次插入30 次删除
  1. 39
      SampleScenes/HDTest/GlobalIlluminationTest/Material/Lit_Green.mat
  2. 39
      SampleScenes/HDTest/GlobalIlluminationTest/Material/Lit_Grey.mat
  3. 39
      SampleScenes/HDTest/GlobalIlluminationTest/Material/Lit_Red.mat
  4. 39
      SampleScenes/HDTest/Material/HDRenderLoopMaterials/Lit_Emissive_Blue.mat
  5. 94
      TestbedPipelines/Fptl/FptlLighting.cs
  6. 10
      SampleScenes/OnTileDeferredTest/ParticleAdd.meta
  7. 1001
      SampleScenes/OnTileDeferredTest/ParticleAdd/ParticleAdd.unity
  8. 9
      SampleScenes/OnTileDeferredTest/ParticleAdd/ParticleAdd.unity.meta
  9. 77
      SampleScenes/OnTileDeferredTest/ParticleAdd/PlaneMat.mat
  10. 10
      SampleScenes/OnTileDeferredTest/ParticleAdd/PlaneMat.mat.meta
  11. 77
      SampleScenes/OnTileDeferredTest/ParticleAdd/StdParticles.mat
  12. 10
      SampleScenes/OnTileDeferredTest/ParticleAdd/StdParticles.mat.meta

39
SampleScenes/HDTest/GlobalIlluminationTest/Material/Lit_Green.mat


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39
SampleScenes/HDTest/GlobalIlluminationTest/Material/Lit_Grey.mat


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39
SampleScenes/HDTest/GlobalIlluminationTest/Material/Lit_Red.mat


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39
SampleScenes/HDTest/Material/HDRenderLoopMaterials/Lit_Emissive_Blue.mat


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94
TestbedPipelines/Fptl/FptlLighting.cs


// build per tile light lists
var numLights = GenerateSourceLightBuffers(camera, cullResults);
CommandBuffer cmdPreShadows = CommandBufferPool.Get();
GPUFence preShadowsFence = cmdPreShadows.CreateGPUFence();
loop.ExecuteCommandBuffer(cmdPreShadows);
CommandBufferPool.Release(cmdPreShadows);
GPUFence postLightListFence;
if (k_UseAsyncCompute)
{
CommandBuffer cmdPreShadows = CommandBufferPool.Get();
GPUFence preShadowsFence = cmdPreShadows.CreateGPUFence();
loop.ExecuteCommandBuffer(cmdPreShadows);
CommandBufferPool.Release(cmdPreShadows);
GPUFence postLightListFence = BuildPerTileLightLists(camera, loop, numLights, projscr, invProjscr, preShadowsFence);
postLightListFence = BuildPerTileLightListsAsync(camera, loop, numLights, projscr, invProjscr, preShadowsFence);
}
else
{
BuildPerTileLightLists(camera, loop, numLights, projscr, invProjscr);
}
CommandBuffer cmdShadow = CommandBufferPool.Get();
m_ShadowMgr.RenderShadows( m_FrameId, loop, cmdShadow, cullResults, cullResults.visibleLights );

// Push all global params
var numDirLights = UpdateDirectionalLights(camera, cullResults.visibleLights, m_ShadowIndices);
PushGlobalParams(camera, loop, CameraToWorld(camera), projscr, invProjscr, numDirLights, postLightListFence);
if (k_UseAsyncCompute)
{
PushGlobalParamsWithFence(camera, loop, CameraToWorld(camera), projscr, invProjscr, numDirLights, postLightListFence);
}
else
{
PushGlobalParams(camera, loop, CameraToWorld(camera), projscr, invProjscr, numDirLights);
}
// do deferred lighting
DoTiledDeferredLighting(camera, loop, numLights, numDirLights);

cmd.DispatchCompute(buildPerVoxelLightListShader, s_GenListPerVoxelKernel, nrTilesClustX, nrTilesClustY, 1);
}
GPUFence BuildPerTileLightLists(Camera camera, ScriptableRenderContext loop, int numLights, Matrix4x4 projscr, Matrix4x4 invProjscr, GPUFence startFence)
void BuildPerTileLightLists(Camera camera, ScriptableRenderContext loop, int numLights, Matrix4x4 projscr, Matrix4x4 invProjscr)
{
var cmd = CommandBufferPool.Get("Build light list");
BuildPerTileLightListsCommon(camera, loop, numLights, projscr, invProjscr, cmd);
loop.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
GPUFence BuildPerTileLightListsAsync(Camera camera, ScriptableRenderContext loop, int numLights, Matrix4x4 projscr, Matrix4x4 invProjscr, GPUFence startFence)
{
var cmd = CommandBufferPool.Get("Build light list");
cmd.WaitOnGPUFence(startFence);
BuildPerTileLightListsCommon(camera, loop, numLights, projscr, invProjscr, cmd);
GPUFence completeFence = cmd.CreateGPUFence();
loop.ExecuteCommandBufferAsync(cmd, ComputeQueueType.Default);
CommandBufferPool.Release(cmd);
return completeFence;
}
void BuildPerTileLightListsCommon(Camera camera, ScriptableRenderContext loop, int numLights, Matrix4x4 projscr, Matrix4x4 invProjscr, CommandBuffer cmd)
{
var w = camera.pixelWidth;
var h = camera.pixelHeight;

var numBigTilesY = (h + 63) / 64;
var cmd = CommandBufferPool.Get("Build light list" );
cmd.WaitOnGPUFence(startFence);
bool isOrthographic = camera.orthographic;

VoxelLightListGeneration(cmd, camera, numLights, projscr, invProjscr);
}
GPUFence completeFence = cmd.CreateGPUFence();
}
if (k_UseAsyncCompute)
{
loop.ExecuteCommandBufferAsync(cmd, ComputeQueueType.Default);
}
else
{
loop.ExecuteCommandBuffer(cmd);
}
void PushGlobalParams(Camera camera, ScriptableRenderContext loop, Matrix4x4 viewToWorld, Matrix4x4 scrProj, Matrix4x4 incScrProj, int numDirLights)
{
var cmd = CommandBufferPool.Get("Push Global Parameters");
PushGlobalParamsCommon(camera, loop, viewToWorld, scrProj, incScrProj, numDirLights, cmd);
return completeFence;
void PushGlobalParams(Camera camera, ScriptableRenderContext loop, Matrix4x4 viewToWorld, Matrix4x4 scrProj, Matrix4x4 incScrProj, int numDirLights, GPUFence startFence)
void PushGlobalParamsWithFence(Camera camera, ScriptableRenderContext loop, Matrix4x4 viewToWorld, Matrix4x4 scrProj, Matrix4x4 incScrProj, int numDirLights, GPUFence startFence)
PushGlobalParamsCommon(camera, loop, viewToWorld, scrProj, incScrProj, numDirLights, cmd);
CommandBufferPool.Release(cmd);
}
void PushGlobalParamsCommon(Camera camera, ScriptableRenderContext loop, Matrix4x4 viewToWorld, Matrix4x4 scrProj, Matrix4x4 incScrProj, int numDirLights, CommandBuffer cmd)
{
cmd.SetGlobalFloat("g_isOrthographic", (float) (isOrthographic ? 1 : 0));
cmd.SetGlobalFloat("g_isOrthographic", (float)(isOrthographic ? 1 : 0));
cmd.SetGlobalFloat("g_widthRT", (float)camera.pixelWidth);
cmd.SetGlobalFloat("g_heightRT", (float)camera.pixelHeight);

cmd.SetGlobalVector("g_vShadow3x3PCFTerms3", m_Shadow3X3PCFTerms[3]);
loop.ExecuteCommandBuffer(cmd);
}
}
}

10
SampleScenes/OnTileDeferredTest/ParticleAdd.meta


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1001
SampleScenes/OnTileDeferredTest/ParticleAdd/ParticleAdd.unity
文件差异内容过多而无法显示
查看文件

9
SampleScenes/OnTileDeferredTest/ParticleAdd/ParticleAdd.unity.meta


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SampleScenes/OnTileDeferredTest/ParticleAdd/PlaneMat.mat


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10
SampleScenes/OnTileDeferredTest/ParticleAdd/StdParticles.mat.meta


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