GitHub
6 年前
当前提交
ee4e73a4
共有 42 个文件被更改,包括 806 次插入 和 678 次删除
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6TestProjects/LWGraphicsTest/Assets/Scenes/045_CustomLWPipe/CustomLWPipe.cs
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6com.unity.render-pipelines.high-definition/CHANGELOG.md
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5com.unity.render-pipelines.high-definition/HDRP/Debug/DebugColorPicker.shader
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1com.unity.render-pipelines.high-definition/HDRP/Debug/LightingDebug.cs
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13com.unity.render-pipelines.high-definition/HDRP/Debug/LightingDebug.cs.hlsl
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160com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRPass.template
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104com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDSubShaderUtilities.cs
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161com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template
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6com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs
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7com.unity.render-pipelines.lightweight/CHANGELOG.md
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18com.unity.render-pipelines.lightweight/LWRP/DefaultRendererSetup.cs
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130com.unity.render-pipelines.lightweight/LWRP/Editor/LightweightPipelineAssetEditor.cs
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4com.unity.render-pipelines.lightweight/LWRP/LightweightForwardRenderer.cs
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3com.unity.render-pipelines.lightweight/LWRP/Passes/BeginXRRenderingPass.cs
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10com.unity.render-pipelines.lightweight/LWRP/Passes/CopyColorPass.cs
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12com.unity.render-pipelines.lightweight/LWRP/Passes/CopyDepthPass.cs
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2com.unity.render-pipelines.lightweight/LWRP/Passes/CreateLightweightRenderTexturesPass.cs
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2com.unity.render-pipelines.lightweight/LWRP/Passes/DepthOnlyPass.cs
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7com.unity.render-pipelines.lightweight/LWRP/Passes/DirectionalShadowsPass.cs
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2com.unity.render-pipelines.lightweight/LWRP/Passes/DrawSkyboxPass.cs
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2com.unity.render-pipelines.lightweight/LWRP/Passes/EndXRRenderingPass.cs
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16com.unity.render-pipelines.lightweight/LWRP/Passes/FinalBlitPass.cs
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11com.unity.render-pipelines.lightweight/LWRP/Passes/LightweightForwardPass.cs
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4com.unity.render-pipelines.lightweight/LWRP/Passes/LocalShadowsPass.cs
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3com.unity.render-pipelines.lightweight/LWRP/Passes/OpaquePostProcessPass.cs
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9com.unity.render-pipelines.lightweight/LWRP/Passes/RenderOpaqueForwardPass.cs
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7com.unity.render-pipelines.lightweight/LWRP/Passes/RenderTransparentForwardPass.cs
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16com.unity.render-pipelines.lightweight/LWRP/Passes/SceneViewDepthCopy.cs
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11com.unity.render-pipelines.lightweight/LWRP/Passes/ScreenSpaceShadowResolvePass.cs
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2com.unity.render-pipelines.lightweight/LWRP/Passes/ScriptableRenderPass.cs
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3com.unity.render-pipelines.lightweight/LWRP/Passes/SetupForwardRenderingPass.cs
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2com.unity.render-pipelines.lightweight/LWRP/Passes/SetupLightweightConstanstPass.cs
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2com.unity.render-pipelines.lightweight/LWRP/Passes/TransparentPostProcessPass.cs
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7com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Shadows.hlsl
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92com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Terrain/LightweightPassLitTerrain.hlsl
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6com.unity.shadergraph/Editor/Data/Implementation/NodeUtils.cs
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483com.unity.shadergraph/Editor/Data/Util/GraphUtil.cs
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10com.unity.shadergraph/Editor/Data/Util/ShaderStringBuilder.cs
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71com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/SharedCode.template.hlsl
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9com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/SharedCode.template.hlsl.meta
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50com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/VertexAnimation.template.hlsl
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9com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/VertexAnimation.template.hlsl.meta
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FragInputs BuildFragInputs(VaryingsMeshToPS input) |
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{ |
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FragInputs output; |
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ZERO_INITIALIZE(FragInputs, output); |
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// Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used). |
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// TODO: this is a really poor workaround, but the variable is used in a bunch of places |
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// to compute normals which are then passed on elsewhere to compute other values... |
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output.worldToTangent = k_identity3x3; |
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output.positionSS = input.positionCS; // input.positionCS is SV_Position |
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$FragInputs.positionRWS: output.positionRWS = input.positionRWS; |
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$FragInputs.worldToTangent: output.worldToTangent = BuildWorldToTangent(input.tangentWS, input.normalWS); |
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$FragInputs.texCoord0: output.texCoord0 = input.texCoord0; |
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$FragInputs.texCoord1: output.texCoord1 = input.texCoord1; |
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$FragInputs.texCoord2: output.texCoord2 = input.texCoord2; |
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$FragInputs.texCoord3: output.texCoord3 = input.texCoord3; |
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$FragInputs.color: output.color = input.color; |
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#if SHADER_STAGE_FRAGMENT |
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$FragInputs.isFrontFace: output.isFrontFace = IS_FRONT_VFACE(input.cullFace, true, false); // TODO: SHADER_STAGE_FRAGMENT only |
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$FragInputs.isFrontFace: // Handle handness of the view matrix (In Unity view matrix default to a determinant of -1) |
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$FragInputs.isFrontFace: // when we render a cubemap the view matrix handness is flipped (due to convention used for cubemap) we have a determinant of +1 |
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$FragInputs.isFrontFace: output.isFrontFace = _DetViewMatrix < 0.0 ? output.isFrontFace : !output.isFrontFace; |
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#endif // SHADER_STAGE_FRAGMENT |
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return output; |
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} |
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SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS) |
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{ |
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SurfaceDescriptionInputs output; |
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ZERO_INITIALIZE(SurfaceDescriptionInputs, output); |
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$SurfaceDescriptionInputs.WorldSpaceNormal: output.WorldSpaceNormal = normalize(input.worldToTangent[2].xyz); |
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$SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M); // transposed multiplication by inverse matrix to handle normal scale |
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$SurfaceDescriptionInputs.ViewSpaceNormal: output.ViewSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_I_V); // transposed multiplication by inverse matrix to handle normal scale |
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$SurfaceDescriptionInputs.TangentSpaceNormal: output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f); |
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$SurfaceDescriptionInputs.WorldSpaceTangent: output.WorldSpaceTangent = input.worldToTangent[0].xyz; |
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$SurfaceDescriptionInputs.ObjectSpaceTangent: output.ObjectSpaceTangent = TransformWorldToObjectDir(output.WorldSpaceTangent); |
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$SurfaceDescriptionInputs.ViewSpaceTangent: output.ViewSpaceTangent = TransformWorldToViewDir(output.WorldSpaceTangent); |
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$SurfaceDescriptionInputs.TangentSpaceTangent: output.TangentSpaceTangent = float3(1.0f, 0.0f, 0.0f); |
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$SurfaceDescriptionInputs.WorldSpaceBiTangent: output.WorldSpaceBiTangent = input.worldToTangent[1].xyz; |
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$SurfaceDescriptionInputs.ObjectSpaceBiTangent: output.ObjectSpaceBiTangent = TransformWorldToObjectDir(output.WorldSpaceBiTangent); |
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$SurfaceDescriptionInputs.ViewSpaceBiTangent: output.ViewSpaceBiTangent = TransformWorldToViewDir(output.WorldSpaceBiTangent); |
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$SurfaceDescriptionInputs.TangentSpaceBiTangent: output.TangentSpaceBiTangent = float3(0.0f, 1.0f, 0.0f); |
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$SurfaceDescriptionInputs.WorldSpaceViewDirection: output.WorldSpaceViewDirection = normalize(viewWS); |
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$SurfaceDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection); |
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$SurfaceDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = TransformWorldToViewDir(output.WorldSpaceViewDirection); |
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$SurfaceDescriptionInputs.TangentSpaceViewDirection: float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent,output.WorldSpaceBiTangent,output.WorldSpaceNormal); |
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$SurfaceDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = mul(tangentSpaceTransform, output.WorldSpaceViewDirection); |
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$SurfaceDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = GetAbsolutePositionWS(input.positionRWS); |
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$SurfaceDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = TransformWorldToObject(input.positionRWS); |
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$SurfaceDescriptionInputs.ViewSpacePosition: output.ViewSpacePosition = TransformWorldToView(input.positionRWS); |
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$SurfaceDescriptionInputs.TangentSpacePosition: output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f); |
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$SurfaceDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionRWS), _ProjectionParams.x); |
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$SurfaceDescriptionInputs.uv0: output.uv0 = float4(input.texCoord0, 0.0f, 0.0f); |
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$SurfaceDescriptionInputs.uv1: output.uv1 = float4(input.texCoord1, 0.0f, 0.0f); |
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$SurfaceDescriptionInputs.uv2: output.uv2 = float4(input.texCoord2, 0.0f, 0.0f); |
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$SurfaceDescriptionInputs.uv3: output.uv3 = float4(input.texCoord3, 0.0f, 0.0f); |
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$SurfaceDescriptionInputs.VertexColor: output.VertexColor = input.color; |
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$SurfaceDescriptionInputs.FaceSign: output.FaceSign = input.isFrontFace; |
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return output; |
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} |
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// existing HDRP code uses the combined function to go directly from packed to frag inputs |
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FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input) |
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{ |
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VaryingsMeshToPS unpacked= UnpackVaryingsMeshToPS(input); |
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return BuildFragInputs(unpacked); |
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} |
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fileFormatVersion: 2 |
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guid: 63ca087b7dde4344bafcf314b6a7df47 |
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ShaderImporter: |
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externalObjects: {} |
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defaultTextures: [] |
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nonModifiableTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh input) |
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{ |
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VertexDescriptionInputs output; |
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ZERO_INITIALIZE(VertexDescriptionInputs, output); |
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$VertexDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = input.normalOS; |
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$VertexDescriptionInputs.WorldSpaceNormal: output.WorldSpaceNormal = TransformObjectToWorldNormal(input.normalOS); |
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$VertexDescriptionInputs.ViewSpaceNormal: output.ViewSpaceNormal = TransformWorldToViewDir(output.WorldSpaceNormal); |
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$VertexDescriptionInputs.TangentSpaceNormal: output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f); |
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$VertexDescriptionInputs.ObjectSpaceTangent: output.ObjectSpaceTangent = input.tangentOS; |
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$VertexDescriptionInputs.WorldSpaceTangent: output.WorldSpaceTangent = TransformObjectToWorldDir(input.tangentOS.xyz); |
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$VertexDescriptionInputs.ViewSpaceTangent: output.ViewSpaceTangent = TransformWorldToViewDir(output.WorldSpaceTangent); |
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$VertexDescriptionInputs.TangentSpaceTangent: output.TangentSpaceTangent = float3(1.0f, 0.0f, 0.0f); |
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$VertexDescriptionInputs.ObjectSpaceBiTangent: output.ObjectSpaceBiTangent = normalize(cross(input.normalOS, input.tangentOS) * (input.tangentOS.w > 0.0f ? 1.0f : -1.0f) * GetOddNegativeScale()); |
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$VertexDescriptionInputs.WorldSpaceBiTangent: output.WorldSpaceBiTangent = TransformObjectToWorldDir(output.ObjectSpaceBiTangent); |
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$VertexDescriptionInputs.ViewSpaceBiTangent: output.ViewSpaceBiTangent = TransformWorldToViewDir(output.WorldSpaceBiTangent); |
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$VertexDescriptionInputs.TangentSpaceBiTangent: output.TangentSpaceBiTangent = float3(0.0f, 1.0f, 0.0f); |
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$VertexDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = input.positionOS; |
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$VertexDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = GetAbsolutePositionWS(TransformObjectToWorld(input.positionOS)); |
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$VertexDescriptionInputs.ViewSpacePosition: output.ViewSpacePosition = TransformWorldToView(output.WorldSpacePosition); |
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$VertexDescriptionInputs.TangentSpacePosition: output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f); |
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$VertexDescriptionInputs.WorldSpaceViewDirection: output.WorldSpaceViewDirection = GetWorldSpaceNormalizeViewDir(output.WorldSpacePosition); |
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$VertexDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection); |
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$VertexDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = TransformWorldToViewDir(output.WorldSpaceViewDirection); |
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$VertexDescriptionInputs.TangentSpaceViewDirection: float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent,output.WorldSpaceBiTangent,output.WorldSpaceNormal); |
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$VertexDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = mul(tangentSpaceTransform, output.WorldSpaceViewDirection); |
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$VertexDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(output.WorldSpacePosition), _ProjectionParams.x); |
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$VertexDescriptionInputs.uv0: output.uv0 = float4(input.uv0, 0.0f, 0.0f); |
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$VertexDescriptionInputs.uv1: output.uv1 = float4(input.uv1, 0.0f, 0.0f); |
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$VertexDescriptionInputs.uv2: output.uv2 = float4(input.uv2, 0.0f, 0.0f); |
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$VertexDescriptionInputs.uv3: output.uv3 = float4(input.uv3, 0.0f, 0.0f); |
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$VertexDescriptionInputs.VertexColor: output.VertexColor = input.color; |
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return output; |
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} |
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AttributesMesh ApplyMeshModification(AttributesMesh input) |
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{ |
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// build graph inputs |
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VertexDescriptionInputs vertexDescriptionInputs = AttributesMeshToVertexDescriptionInputs(input); |
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// evaluate vertex graph |
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VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs); |
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// copy graph output to the results |
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$VertexDescription.Position: input.positionOS = vertexDescription.Position; |
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return input; |
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} |
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fileFormatVersion: 2 |
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guid: 0c7cf800109d94245b1843175a674ab4 |
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ShaderImporter: |
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externalObjects: {} |
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defaultTextures: [] |
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nonModifiableTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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