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Merge branch 'Unity-2017.3' into LightweightPipeline

/Add-support-for-light-specular-color-tint
Felipe Lira 7 年前
当前提交
ed1d3a8f
共有 105 个文件被更改,包括 1515 次插入1101 次删除
  1. 1001
      ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs
  2. 214
      ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.cs
  3. 196
      ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineUtils.cs
  4. 18
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/024_Shader_PBRvalidation_Specular/Adam/Textures.meta
  5. 1001
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/BenchDrill/model.dae
  6. 86
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaves.obj
  7. 8
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Scripts/LookAt.cs
  8. 7
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Shadow - Cutout.mat
  9. 7
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Shadow - Fade.mat
  10. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Shadow - Opaque.mat
  11. 7
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Shadow - Transparent.mat
  12. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Cutout.mat
  13. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Fade.mat
  14. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Additive.mat
  15. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Color.mat
  16. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Difference.mat
  17. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Multiply.mat
  18. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Overlay.mat
  19. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Subtractive.mat
  20. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/4. Lit - Opaque.mat
  21. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/5. Lit - Two Sided.mat
  22. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/5. Unlit - Two Sided.mat
  23. 7
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/6. Lit - Flip Book Simple - Fade.mat
  24. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/6. Unlit - Flip Book Blended - Fade.mat
  25. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/7. Lit - Transparent.mat
  26. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/8. Lit - Distortion.mat
  27. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Additive.mat
  28. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Modulate.mat
  29. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Soft Particles - Fade.mat
  30. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Soft Particles - Transparent.mat
  31. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Subtractive.mat
  32. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Camera Fading - Fade.mat
  33. 2
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Camera Fading - Transparent.mat
  34. 10
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles.meta
  35. 10
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders.meta
  36. 0
      /ImageTemplates/LightweightPipeline/Scenes/037_Particles.unity.png.meta
  37. 0
      /ImageTemplates/LightweightPipeline/Scenes/037_Particles.unity.png
  38. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles.unity.meta
  39. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles.unity
  40. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Models.meta
  41. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Models
  42. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Lighting.meta
  43. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Lighting
  44. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials.meta
  45. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Scripts.meta
  46. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Scripts
  47. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Textures.meta
  48. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Textures
  49. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Cutout.mat.meta
  50. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Fade.mat.meta
  51. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Shadow - Cutout.mat
  52. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Shadow - Cutout.mat.meta
  53. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Shadow - Fade.mat
  54. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Shadow - Fade.mat.meta
  55. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Shadow - Opaque.mat
  56. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Shadow - Opaque.mat.meta
  57. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Shadow - Transparent.mat
  58. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Shadow - Transparent.mat.meta
  59. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Cutout.mat
  60. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Fade.mat
  61. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Additive.mat.meta
  62. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Color.mat.meta
  63. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Difference.mat.meta
  64. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Multiply.mat.meta
  65. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Overlay.mat.meta
  66. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Subtractive.mat.meta
  67. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Additive.mat
  68. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Color.mat
  69. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Difference.mat
  70. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Multiply.mat
  71. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Overlay.mat
  72. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Subtractive.mat
  73. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/4. Lit - Opaque.mat
  74. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/4. Lit - Opaque.mat.meta
  75. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/5. Lit - Two Sided.mat
  76. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/5. Lit - Two Sided.mat.meta
  77. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/5. Unlit - Two Sided.mat
  78. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/5. Unlit - Two Sided.mat.meta
  79. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/6. Lit - Flip Book Simple - Fade.mat
  80. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/6. Lit - Flip Book Simple - Fade.mat.meta
  81. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/6. Unlit - Flip Book Blended - Fade.mat
  82. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/6. Unlit - Flip Book Blended - Fade.mat.meta
  83. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/7. Lit - Transparent.mat
  84. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/7. Lit - Transparent.mat.meta
  85. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/8. Lit - Distortion.mat
  86. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/8. Lit - Distortion.mat.meta
  87. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/Plane.mat.meta
  88. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Additive.mat
  89. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Additive.mat.meta
  90. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Camera Fading - Fade.mat.meta
  91. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Camera Fading - Transparent.mat.meta
  92. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Modulate.mat
  93. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Modulate.mat.meta
  94. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Soft Particles - Fade.mat
  95. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Soft Particles - Fade.mat.meta
  96. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Soft Particles - Transparent.mat
  97. 0
      /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Soft Particles - Transparent.mat.meta

1001
ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs
文件差异内容过多而无法显示
查看文件

214
ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineAsset.cs


namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public enum ShadowCascades
{
NO_CASCADES = 1,
TWO_CASCADES = 2,
FOUR_CASCADES = 4,
}
public enum ShadowType
{
NO_SHADOW = 0,
HARD_SHADOWS,
SOFT_SHADOWS,
}
public enum ShadowResolution
{
_512 = 512,
_1024 = 1024,
_2048 = 2048
}
public enum MSAAQuality
{
Disabled = 1,
_2x = 2,
_4x = 4,
_8x = 8
}
public class LightweightPipelineAsset : RenderPipelineAsset
{
public static readonly string m_SimpleLightShaderPath = "LightweightPipeline/Standard (Simple Lighting)";
public static readonly string m_StandardShaderPath = "LightweightPipeline/Standard (Physically Based)";
[SerializeField] private int m_MaxAdditionalPixelLights = 4;
[SerializeField] private bool m_SupportsVertexLight = false;
[SerializeField] private bool m_SupportSoftParticles = false;
[SerializeField] private MSAAQuality m_MSAA = MSAAQuality._4x;
[SerializeField] private float m_RenderScale = 1.0f;
[SerializeField] private ShadowType m_ShadowType = ShadowType.HARD_SHADOWS;
[SerializeField] private ShadowResolution m_ShadowAtlasResolution = ShadowResolution._1024;
[SerializeField] private float m_ShadowNearPlaneOffset = 2.0f;
[SerializeField] private float m_ShadowDistance = 50.0f;
[SerializeField] private ShadowCascades m_ShadowCascades = ShadowCascades.NO_CASCADES;
[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;
// Resources
[SerializeField] private Shader m_DefaultShader;
[SerializeField] private Shader m_BlitShader;
[SerializeField] private Shader m_CopyDepthShader;
#if UNITY_EDITOR
[UnityEditor.MenuItem("RenderPipeline/Lightweight Pipeline/Create Pipeline Asset", false, 15)]
static void CreateLightweightPipeline()
{
var instance = CreateInstance<LightweightPipelineAsset>();
instance.m_DefaultShader = Shader.Find(m_StandardShaderPath);
instance.m_BlitShader = Shader.Find("Hidden/LightweightPipeline/Blit");
instance.m_CopyDepthShader = Shader.Find("Hidden/LightweightPipeline/CopyDepth");
string path = UnityEditor.EditorUtility.SaveFilePanelInProject("Save Lightweight Asset", "LightweightAsset", "asset",
"Please enter a file name to save the asset to");
if (path.Length > 0)
UnityEditor.AssetDatabase.CreateAsset(instance, path);
}
#endif
protected override IRenderPipeline InternalCreatePipeline()
{
return new LightweightPipeline(this);
}
void OnValidate()
{
DestroyCreatedInstances();
}
public bool AreShadowsEnabled()
{
return ShadowSetting != ShadowType.NO_SHADOW;
}
public int MaxAdditionalPixelLights
{
get { return m_MaxAdditionalPixelLights; }
}
public bool SupportsVertexLight
{
get { return m_SupportsVertexLight; }
}
public bool SupportsSoftParticles
{
get { return m_SupportSoftParticles; }
}
public int MSAASampleCount
{
get { return (int)m_MSAA; }
set { m_MSAA = (MSAAQuality)value; }
}
public float RenderScale
{
get { return m_RenderScale; }
set { m_RenderScale = value; }
}
public ShadowType ShadowSetting
{
get { return m_ShadowType; }
private set { m_ShadowType = value; }
}
public int ShadowAtlasResolution
{
get { return (int)m_ShadowAtlasResolution; }
private set { m_ShadowAtlasResolution = (ShadowResolution)value; }
}
public float ShadowNearOffset
{
get { return m_ShadowNearPlaneOffset; }
private set { m_ShadowNearPlaneOffset = value; }
}
public float ShadowDistance
{
get { return m_ShadowDistance; }
private set { m_ShadowDistance = value; }
}
public int CascadeCount
{
get { return (int)m_ShadowCascades; }
private set { m_ShadowCascades = (ShadowCascades)value; }
}
public float Cascade2Split
{
get { return m_Cascade2Split; }
private set { m_Cascade2Split = value; }
}
public Vector3 Cascade4Split
{
get { return m_Cascade4Split; }
private set { m_Cascade4Split = value; }
}
public override Material GetDefaultMaterial()
{
return m_DefaultMaterial;
}
public override Material GetDefaultParticleMaterial()
{
return m_DefaultParticleMaterial;
}
public override Material GetDefaultLineMaterial()
{
return null;
}
public override Material GetDefaultTerrainMaterial()
{
return m_DefaultTerrainMaterial;
}
public override Material GetDefaultUIMaterial()
{
return null;
}
public override Material GetDefaultUIOverdrawMaterial()
{
return null;
}
public override Material GetDefaultUIETC1SupportedMaterial()
{
return null;
}
public override Material GetDefault2DMaterial()
{
return null;
}
public override Shader GetDefaultShader()
{
return m_DefaultShader;
}
public Shader BlitShader
{
get { return m_BlitShader; }
}
public Shader CopyDepthShader
{
get { return m_CopyDepthShader; }
}
}
}

196
ScriptableRenderPipeline/LightweightPipeline/LightweightPipelineUtils.cs


using System;
using System.Collections.Generic;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public class CameraComparer : IComparer<Camera>
{
public int Compare(Camera lhs, Camera rhs)
{
return (int)(lhs.depth - rhs.depth);
}
}
public class LightComparer : IComparer<VisibleLight>
{
public Camera CurrCamera { get; set; }
public int Compare(VisibleLight lhs, VisibleLight rhs)
{
Light lhsLight = lhs.light;
Light rhsLight = rhs.light;
// Particle Lights have the Light reference set to null
// They are at the end of the priority
if (lhsLight == null) return 1;
if (rhsLight == null) return -1;
// Prioritize lights marked as important
if (lhsLight.renderMode != rhsLight.renderMode)
{
if (lhsLight.renderMode == LightRenderMode.ForcePixel) return -1;
if (rhsLight.renderMode == LightRenderMode.ForcePixel) return 1;
}
// Prioritize Directional Lights
if (lhs.lightType != rhs.lightType)
{
if (lhs.lightType == LightType.Directional) return -1;
if (rhs.lightType == LightType.Directional) return 1;
}
// Prioritize Shadows Lights Soft > Hard > None
if (lhsLight.shadows != rhsLight.shadows)
return (int)rhsLight.shadows - (int)lhsLight.shadows;
// Prioritize lights with cookies
if (lhsLight.cookie != rhsLight.cookie)
return (lhsLight.cookie != null) ? -1 : 1;
// If directional sort by intensity
if (lhs.lightType == LightType.Directional)
{
return (int)(rhsLight.intensity * 100.0f) - (int)(lhsLight.intensity * 100.0f);
}
// Punctual lights are sorted per-object by the engine based on distance to object center + luminance
// Here we sort globally the light list per camera distance to fit the closest lights in the global light buffer
// Check MAX_VISIBLE_LIGHTS in the LightweightLighting.cginc to see the max global buffer list size
int lhsDistance = (int) (SquaredDistanceToCamera(lhsLight.transform.position)*100.0f);
int rhsDistance = (int) (SquaredDistanceToCamera(rhsLight.transform.position)*100.0f);
int result = lhsDistance - rhsDistance;
return result;
}
public float SquaredDistanceToCamera(Vector3 lightPos)
{
Vector3 lightCameraVector = lightPos - CurrCamera.transform.position;
return Vector3.Dot(lightCameraVector, lightCameraVector);
}
}
[Flags]
public enum FrameRenderingConfiguration
{
None = 0,
Stereo = (1 << 0),
Msaa = (1 << 1),
BeforeTransparentPostProcess = (1 << 2),
PostProcess = (1 << 3),
DepthPass = (1 << 4),
DepthCopy = (1 << 5),
DefaultViewport = (1 << 6),
IntermediateTexture = (1 << 7),
}
public static class LightweightUtils
{
public static void GetLightCookieMatrix(VisibleLight light, out Matrix4x4 cookieMatrix)
{
cookieMatrix = Matrix4x4.Inverse(light.localToWorld);
if (light.lightType == LightType.Directional)
{
float scale = 1.0f/light.light.cookieSize;
// apply cookie scale and offset by 0.5 to convert from [-0.5, 0.5] to texture space [0, 1]
Vector4 row0 = cookieMatrix.GetRow(0);
Vector4 row1 = cookieMatrix.GetRow(1);
cookieMatrix.SetRow(0, new Vector4(row0.x*scale, row0.y*scale, row0.z*scale, row0.w*scale + 0.5f));
cookieMatrix.SetRow(1, new Vector4(row1.x*scale, row1.y*scale, row1.z*scale, row1.w*scale + 0.5f));
}
else if (light.lightType == LightType.Spot)
{
// we want out.w = 2.0 * in.z / m_CotanHalfSpotAngle
// c = cotHalfSpotAngle
// 1 0 0 0
// 0 1 0 0
// 0 0 1 0
// 0 0 2/c 0
// the "2" will be used to scale .xy for the cookie as in .xy/2 + 0.5
float scale = 1.0f / light.range;
float halfSpotAngleRad = Mathf.Deg2Rad * light.spotAngle * 0.5f;
float cs = Mathf.Cos(halfSpotAngleRad);
float ss = Mathf.Sin(halfSpotAngleRad);
float cotHalfSpotAngle = cs / ss;
Matrix4x4 scaleMatrix = Matrix4x4.identity;
scaleMatrix.m00 = scaleMatrix.m11 = scaleMatrix.m22 = scale;
scaleMatrix.m33 = 0.0f;
scaleMatrix.m32 = scale * (2.0f / cotHalfSpotAngle);
cookieMatrix = scaleMatrix * cookieMatrix;
}
// Remaining light types don't support cookies
}
public static void SetKeyword(CommandBuffer cmd, string keyword, bool enable)
{
if (enable)
cmd.EnableShaderKeyword(keyword);
else
cmd.DisableShaderKeyword(keyword);
}
public static bool IsSupportedShadowType(LightType lightType)
{
return lightType == LightType.Directional || lightType == LightType.Spot;
}
public static bool IsSupportedCookieType(LightType lightType)
{
return lightType == LightType.Directional || lightType == LightType.Spot;
}
public static bool PlatformSupportsMSAABackBuffer()
{
#if UNITY_ANDROID || UNITY_IPHONE || UNITY_TVOS || UNITY_SAMSUNGTV
return true;
#else
return false;
#endif
}
public static bool HasFlag(FrameRenderingConfiguration mask, FrameRenderingConfiguration flag)
{
return (mask & flag) != 0;
}
public static Mesh CreateQuadMesh(bool uvStartsAtTop)
{
float topV, bottomV;
if (uvStartsAtTop)
{
topV = 0.0f;
bottomV = 1.0f;
}
else
{
topV = 1.0f;
bottomV = 0.0f;
}
Mesh mesh = new Mesh();
mesh.vertices = new Vector3[]
{
new Vector3(-1.0f, -1.0f, 0.0f),
new Vector3(-1.0f, 1.0f, 0.0f),
new Vector3( 1.0f, -1.0f, 0.0f),
new Vector3( 1.0f, 1.0f, 0.0f)
};
mesh.uv = new Vector2[]
{
new Vector2(0.0f, bottomV),
new Vector2(0.0f, topV),
new Vector2(1.0f, bottomV),
new Vector2(1.0f, topV)
};
mesh.triangles = new int[] { 0, 1, 2, 2, 1, 3 };
return mesh;
}
}
}

18
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/024_Shader_PBRvalidation_Specular/Adam/Textures.meta


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1001
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/026_Shader_PBRscene/BenchDrill/model.dae
文件差异内容过多而无法显示
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86
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/035_Shader_TerrainShaders/Free_SpeedTrees/Broadleaves.obj


# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 14.05.2014 09:45:05
#
# object diamond
#
v 0.8296 -1.2260 0.0993
v 0.0687 -0.9154 0.4403
v -0.0157 -1.8703 0.1686
v -0.8101 -1.2001 0.0993
v 0.0000 0.0000 0.0000
# 5 vertices
vn -0.4082 0.0023 0.9129
vn -0.0470 -0.1441 0.9884
vn 0.0136 0.2725 0.9620
vn 0.0136 0.2725 0.9620
vn -0.0470 -0.1441 0.9884
vn 0.5624 -0.1491 0.8133
vn -0.4082 0.0023 0.9129
vn 0.0064 -0.4331 0.9013
vn -0.0470 -0.1441 0.9884
vn -0.0470 -0.1441 0.9884
vn 0.0064 -0.4331 0.9013
vn 0.5624 -0.1491 0.8133
# 12 vertex normals
vt 0.0005 0.6554 0.2258
vt 0.4641 0.4895 0.9995
vt 0.5155 0.9995 0.3830
vt 0.9995 0.6415 0.2258
vt 0.5059 0.0005 0.0005
# 5 texture coords
g diamond
s 1
f 1/1/1 2/2/2 3/3/3
f 3/3/4 2/2/5 4/4/6
f 1/1/7 5/5/8 2/2/9
f 2/2/10 5/5/11 4/4/12
# 4 faces
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 14.05.2014 09:45:05
#
# object diamond
#
v 0.8296 -1.2260 0.0993
v 0.0687 -0.9154 0.4403
v -0.0157 -1.8703 0.1686
v -0.8101 -1.2001 0.0993
v 0.0000 0.0000 0.0000
# 5 vertices
vn -0.4082 0.0023 0.9129
vn -0.0470 -0.1441 0.9884
vn 0.0136 0.2725 0.9620
vn 0.0136 0.2725 0.9620
vn -0.0470 -0.1441 0.9884
vn 0.5624 -0.1491 0.8133
vn -0.4082 0.0023 0.9129
vn 0.0064 -0.4331 0.9013
vn -0.0470 -0.1441 0.9884
vn -0.0470 -0.1441 0.9884
vn 0.0064 -0.4331 0.9013
vn 0.5624 -0.1491 0.8133
# 12 vertex normals
vt 0.0005 0.6554 0.2258
vt 0.4641 0.4895 0.9995
vt 0.5155 0.9995 0.3830
vt 0.9995 0.6415 0.2258
vt 0.5059 0.0005 0.0005
# 5 texture coords
g diamond
s 1
f 1/1/1 2/2/2 3/3/3
f 3/3/4 2/2/5 4/4/6
f 1/1/7 5/5/8 2/2/9
f 2/2/10 5/5/11 4/4/12
# 4 faces

8
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Scripts/LookAt.cs


using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Loook at main camera.
/// <summary>
/// Loook at main camera.
/// </summary>
public class LookAt : MonoBehaviour {

// Use this for initialization
void Start () {
void Start () {
void Update () {
void Update () {
transform.LookAt(cam);
}
}

7
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Shadow - Cutout.mat


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7
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Shadow - Fade.mat


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Shadow - Opaque.mat


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2
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Cutout.mat


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Fade.mat


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Additive.mat


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m_ShaderKeywords: _ALPHABLEND_ON _COLORADDITIVE_ON _COLORADDSUBDIFF_ON
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2
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Color.mat


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m_ShaderKeywords: _ALPHABLEND_ON _COLORCOLOR_ON _COLORSCREEN_ON
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2
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Difference.mat


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Multiply.mat


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/5. Lit - Two Sided.mat


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7
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/6. Lit - Flip Book Simple - Fade.mat


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2
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/6. Unlit - Flip Book Blended - Fade.mat


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2
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/7. Lit - Transparent.mat


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2
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/8. Lit - Distortion.mat


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2
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2
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Soft Particles - Fade.mat


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2
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Soft Particles - Transparent.mat


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2
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Subtractive.mat


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2
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Camera Fading - Fade.mat


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Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Camera Fading - Transparent.mat


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/ImageTemplates/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders.unity.png → /ImageTemplates/LightweightPipeline/Scenes/037_Particles.unity.png

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders.unity.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles.unity.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders.unity → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles.unity

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Ribbons/Models.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Models.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Ribbons/Models → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Models

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Lighting.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Lighting.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Lighting → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Lighting

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Scripts.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Scripts.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Scripts → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Scripts

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Textures.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Textures.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Textures → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Textures

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/1. Surface Rendering Modes/1. ParticlesStandardSurface - Cutout.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Cutout.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/1. Surface Rendering Modes/1. ParticlesStandardSurface - Fade.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Fade.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/1. Surface Rendering Modes/1. ParticlesStandardSurface - Shadow - Cutout.mat → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Shadow - Cutout.mat

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/1. Surface Rendering Modes/1. ParticlesStandardSurface - Shadow - Cutout.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Shadow - Cutout.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/1. Surface Rendering Modes/1. ParticlesStandardSurface - Shadow - Fade.mat → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Shadow - Fade.mat

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/1. Surface Rendering Modes/1. ParticlesStandardSurface - Shadow - Fade.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Shadow - Fade.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/1. Surface Rendering Modes/1. ParticlesStandardSurface - Shadow - Opaque.mat → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Shadow - Opaque.mat

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/1. Surface Rendering Modes/1. ParticlesStandardSurface - Shadow - Opaque.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Shadow - Opaque.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/1. Surface Rendering Modes/1. ParticlesStandardSurface - Shadow - Transparent.mat → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Shadow - Transparent.mat

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/1. Surface Rendering Modes/1. ParticlesStandardSurface - Shadow - Transparent.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Shadow - Transparent.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/1. Surface Rendering Modes/1. ParticlesStandardSurface - Cutout.mat → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Cutout.mat

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/1. Surface Rendering Modes/1. ParticlesStandardSurface - Fade.mat → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/1. Lit - Fade.mat

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/3. Unlit Color Modes/3. ParticlesStandardUnlit - Additive.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Additive.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/3. Unlit Color Modes/3. ParticlesStandardUnlit - Color.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Color.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/3. Unlit Color Modes/3. ParticlesStandardUnlit - Difference.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Difference.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/3. Unlit Color Modes/3. ParticlesStandardUnlit - Multiply.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Multiply.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/3. Unlit Color Modes/3. ParticlesStandardUnlit - Overlay.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Overlay.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/3. Unlit Color Modes/3. ParticlesStandardUnlit - Subtractive.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Subtractive.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/3. Unlit Color Modes/3. ParticlesStandardUnlit - Additive.mat → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Additive.mat

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/3. Unlit Color Modes/3. ParticlesStandardUnlit - Color.mat → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Color.mat

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/3. Unlit Color Modes/3. ParticlesStandardUnlit - Difference.mat → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Difference.mat

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/3. Unlit Color Modes/3. ParticlesStandardUnlit - Multiply.mat → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Multiply.mat

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/3. Unlit Color Modes/3. ParticlesStandardUnlit - Overlay.mat → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Overlay.mat

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/3. Unlit Color Modes/3. ParticlesStandardUnlit - Subtractive.mat → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/3. Lit - Subtractive.mat

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/4. ParticlesStandardSurface - Opaque.mat → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/4. Lit - Opaque.mat

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/4. ParticlesStandardSurface - Opaque.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/4. Lit - Opaque.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/5. ParticlesStandardSurface - Two Sided.mat → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/5. Lit - Two Sided.mat

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/5. ParticlesStandardSurface - Two Sided.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/5. Lit - Two Sided.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/5. ParticlesStandardUnlit - Two Sided.mat → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/5. Unlit - Two Sided.mat

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/5. ParticlesStandardUnlit - Two Sided.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/5. Unlit - Two Sided.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/6. ParticlesStandardSurface - Flip Book Simple - Fade.mat → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/6. Lit - Flip Book Simple - Fade.mat

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/6. ParticlesStandardSurface - Flip Book Simple - Fade.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/6. Lit - Flip Book Simple - Fade.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/6. ParticlesStandardUnlit - Flip Book Blended - Fade.mat → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/6. Unlit - Flip Book Blended - Fade.mat

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/6. ParticlesStandardUnlit - Flip Book Blended - Fade.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/6. Unlit - Flip Book Blended - Fade.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/7. ParticlesStandardSurface - Transparent.mat → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/7. Lit - Transparent.mat

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/7. ParticlesStandardSurface - Transparent.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/7. Lit - Transparent.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/8. ParticlesStandardUnlit - Distortion.mat → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/8. Lit - Distortion.mat

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/8. ParticlesStandardUnlit - Distortion.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/8. Lit - Distortion.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/Plane.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/Plane.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/2. Unlit Rendering Modes/2. ParticlesStandardUnlit - Additive.mat → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Additive.mat

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/2. Unlit Rendering Modes/2. ParticlesStandardUnlit - Additive.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Additive.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/2. Unlit Rendering Modes/2. ParticlesStandardUnlit - Camera Fading - Fade.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Camera Fading - Fade.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/2. Unlit Rendering Modes/2. ParticlesStandardUnlit - Camera Fading - Transparent.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Camera Fading - Transparent.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/2. Unlit Rendering Modes/2. ParticlesStandardUnlit - Modulate.mat → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Modulate.mat

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/2. Unlit Rendering Modes/2. ParticlesStandardUnlit - Modulate.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Modulate.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/2. Unlit Rendering Modes/2. ParticlesStandardUnlit - Soft Particles - Fade.mat → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Soft Particles - Fade.mat

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/2. Unlit Rendering Modes/2. ParticlesStandardUnlit - Soft Particles - Fade.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Soft Particles - Fade.mat.meta

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/2. Unlit Rendering Modes/2. ParticlesStandardUnlit - Soft Particles - Transparent.mat → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Soft Particles - Transparent.mat

/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Shader_StandardParticleShaders/Standard Particle Shader/Materials/2. Unlit Rendering Modes/2. ParticlesStandardUnlit - Soft Particles - Transparent.mat.meta → /Tests/GraphicsTests/RenderPipeline/LightweightPipeline/Scenes/037_Particles/Materials/2. Unlit - Soft Particles - Transparent.mat.meta

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