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Merge branch 'master' into DebugShader
Merge branch 'master' into DebugShader
# Conflicts: # Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test.mat/main
Julien Ignace
8 年前
当前提交
f1087ce3
共有 67 个文件被更改,包括 3438 次插入 和 387 次删除
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24Assets/Editor/Tests/ShaderGeneratorTests/ShaderGeneratorTests.cs
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15Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
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42Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/DisneyGGX.shader
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42Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/LightDefinition.cs
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7Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingDeferred.shader
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3Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingForward.hlsl
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114Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/DisneyGGX.hlsl
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153Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Material.hlsl
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117Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/TemplateDisneyGGX.hlsl
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14Assets/ScriptableRenderLoop/ShaderLibrary/Common.hlsl
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4Assets/ScriptableRenderLoop/common/ShaderBase.h
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8Assets/ScriptableRenderLoop/fptl/FinalPass.shader
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72Assets/ScriptableRenderLoop/fptl/FptlLighting.cs
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2Assets/ScriptableRenderLoop/fptl/Internal-DeferredShading.shader
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37Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs
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34Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs.hlsl
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2Assets/ScriptableRenderLoop/fptl/scrbound.compute
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15Assets/ShaderGenerator/CSharpToHLSL.cs
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346Assets/TestScenes/HDTest/HDRenderLoopTest.unity
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8Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test.mat
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11Assets/TestScenes/HDTest/Rock/rcgRock012/Materials/rcgRock012Material.mat
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9Assets/Editor/Tests/RenderloopTests.meta
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513Assets/Editor/Tests/TestScene.unity
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8Assets/Editor/Tests/TestScene.unity.meta
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125Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/LightDefinition.cs.hlsl
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9Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/LightDefinition.cs.hlsl.meta
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32Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/BuiltinData.hlsl
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9Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/BuiltinData.hlsl.meta
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30Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit.hlsl
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9Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Unlit.hlsl.meta
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7Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderConfig.cs
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12Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderConfig.cs.meta
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9Assets/ScriptableRenderLoop/Tests.meta
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9Assets/TestScenes/HDTest/Leaf.meta
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311Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test-alpha.mat
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8Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test-alpha.mat.meta
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311Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test-transparent.mat
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8Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test-transparent.mat.meta
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311Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test-twosidedLighting.mat
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8Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test-twosidedLighting.mat.meta
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43Assets/Editor/Tests/RenderloopTests/CullResultsTest.cs
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12Assets/Editor/Tests/RenderloopTests/CullResultsTest.cs.meta
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59Assets/Editor/Tests/RenderloopTests/RenderloopTestFixture.cs
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12Assets/Editor/Tests/RenderloopTests/RenderloopTestFixture.cs.meta
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29Assets/ScriptableRenderLoop/Tests/RenderLoopWrapper.cs
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12Assets/ScriptableRenderLoop/Tests/RenderLoopWrapper.cs.meta
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9Assets/TestScenes/HDTest/Leaf/GroundLeaf.meta
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249Assets/TestScenes/HDTest/Leaf/GroundLeaf/GroundLeaf.FBX
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78Assets/TestScenes/HDTest/Leaf/GroundLeaf/GroundLeaf.FBX.meta
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57Assets/TestScenes/HDTest/Leaf/GroundLeaf/GroundLeaf_Albedo.tga.meta
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57Assets/TestScenes/HDTest/Leaf/GroundLeaf/GroundLeaf_Normal.tga.meta
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57Assets/TestScenes/HDTest/Leaf/GroundLeaf/GroundLeaf_Roughness.tga.meta
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9Assets/TestScenes/HDTest/Leaf/GroundLeaf/Materials.meta
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236Assets/TestScenes/HDTest/Leaf/GroundLeaf/Materials/GroundLeaf_Albedo.mat
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8Assets/TestScenes/HDTest/Leaf/GroundLeaf/Materials/GroundLeaf_Albedo.mat.meta
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28Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/CommonMaterial.hlsl
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8Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/CommonMaterial.hlsl.meta
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42Assets/ScriptableRenderLoop/common/ShaderBase.cs
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12Assets/ScriptableRenderLoop/common/ShaderBase.cs.meta
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// Note: This file is included both in C# code and in hlsl code, avoiding duplication
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using UnityEngine; |
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#if !__HLSL
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#endif
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// These structures share between C# and hlsl need to be align on float4, so we pad them.
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struct PunctualLightData |
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// These structures share between C# and hlsl need to be align on float4, so we pad them.
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[GenerateHLSL] |
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public struct PunctualLightData |
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public Vec3 positionWS; |
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public Vector3 positionWS; |
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public Vec3 color; |
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public Vector3 color; |
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public Vec3 forward; |
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public Vec3 up; |
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public Vector3 up; |
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public Vec3 right; |
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public Vector3 right; |
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public Vec2 unused2; |
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public Vector2 unused2; |
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struct AreaLightData |
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[GenerateHLSL] |
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public struct AreaLightData |
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public Vec3 positionWS; |
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public Vector3 positionWS; |
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struct EnvLightData |
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[GenerateHLSL] |
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public struct EnvLightData |
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public Vec3 positionWS; |
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public Vector3 positionWS; |
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struct PlanarLightData |
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[GenerateHLSL] |
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public struct PlanarLightData |
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public Vec3 positionWS; |
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public Vector3 positionWS; |
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// |
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// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/LightDefinition.cs. Please don't edit by hand. |
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// |
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struct PunctualLightData |
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float3 color; |
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float3 positionWS; |
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}; |
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struct PlanarLightData |
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{ |
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float3 positionWS; |
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}; |
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|
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// |
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// |
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float3 GetPositionWS(PunctualLightData value) |
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{ |
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} |
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float GetInvSqrAttenuationRadius(PunctualLightData value) |
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{ |
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float3 GetColor(PunctualLightData value) |
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float GetUseDistanceAttenuation(PunctualLightData value) |
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{ |
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float3 GetForward(PunctualLightData value) |
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float GetDiffuseScale(PunctualLightData value) |
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{ |
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{ |
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{ |
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{ |
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float2 GetUnused2(PunctualLightData value) |
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{ |
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// |
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// |
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float3 GetPositionWS(AreaLightData value) |
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{ |
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// |
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// |
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float3 GetPositionWS(EnvLightData value) |
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{ |
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} |
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|
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// |
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// Accessors for UnityEngine.ScriptableRenderLoop.PlanarLightData |
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// |
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float3 GetPositionWS(PlanarLightData value) |
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{ |
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//----------------------------------------------------------------------------- |
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// BuiltinData |
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// This structure include common data that should be present in all material |
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// Note: These parameters can be store in GBuffer if the writer wants |
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//----------------------------------------------------------------------------- |
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float opacity; |
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#define UNITY_UNLIT_INCLUDED |
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struct SurfaceData |
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{ |
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float3 color; |
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BuiltinData builtin; |
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}; |
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struct BSDFData |
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{ |
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float3 color; |
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}; |
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//----------------------------------------------------------------------------- |
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// conversion function for forward |
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//----------------------------------------------------------------------------- |
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BSDFData ConvertSurfaceDataToBSDFData(SurfaceData data) |
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{ |
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BSDFData output; |
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output.color = data.color; |
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//----------------------------------------------------------------------------- |
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//-----------------------------------------------------------------------------
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// Configuration
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//-----------------------------------------------------------------------------
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m_Offset: {x: 0, y: 0} |
|||
- first: |
|||
name: _MettalicMap |
|||
second: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- first: |
|||
name: _NormalMap |
|||
second: |
|||
m_Texture: {fileID: 2800000, guid: 11f99173903c31f49b05339fc71c7919, type: 3} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- first: |
|||
name: _OcclusionMap |
|||
second: |
|||
m_Texture: {fileID: 2800000, guid: fe2ed6aee0b5acd42bc15ee53e939e03, type: 3} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- first: |
|||
name: _ParallaxMap |
|||
second: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- first: |
|||
name: _SmoothnessMap |
|||
second: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- first: |
|||
name: _SpecMap |
|||
second: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- first: |
|||
name: _SpecularOcclusionMap |
|||
second: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- first: |
|||
name: _SubSurfaceRadiusMap |
|||
second: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
- first: |
|||
name: _ThicknessMap |
|||
second: |
|||
m_Texture: {fileID: 0} |
|||
m_Scale: {x: 1, y: 1} |
|||
m_Offset: {x: 0, y: 0} |
|||
m_Floats: |
|||
- first: |
|||
name: _AlphaCutoff |
|||
second: 0.5 |
|||
- first: |
|||
name: _AlphaCutoffEnable |
|||
second: 0 |
|||
- first: |
|||
name: _BlendMode |
|||
second: 0 |
|||
- first: |
|||
name: _BumpScale |
|||
second: 1 |
|||
- first: |
|||
name: _CoatCoverage |
|||
second: 0 |
|||
- first: |
|||
name: _CoatRoughness |
|||
second: 0 |
|||
- first: |
|||
name: _CullMode |
|||
second: 0 |
|||
- first: |
|||
name: _Cutoff |
|||
second: 0.5 |
|||
- first: |
|||
name: _DetailNormalMapScale |
|||
second: 1 |
|||
- first: |
|||
name: _DistortionDepthTest |
|||
second: 0 |
|||
- first: |
|||
name: _DistortionOnly |
|||
second: 0 |
|||
- first: |
|||
name: _DoubleSided |
|||
second: 1 |
|||
- first: |
|||
name: _DoubleSidedLigthing |
|||
second: 1 |
|||
- first: |
|||
name: _DoubleSidedMode |
|||
second: 2 |
|||
- first: |
|||
name: _DstBlend |
|||
second: 0 |
|||
- first: |
|||
name: _EmissiveColorMode |
|||
second: 1 |
|||
- first: |
|||
name: _EmissiveIntensity |
|||
second: 0 |
|||
- first: |
|||
name: _GlossMapScale |
|||
second: 1 |
|||
- first: |
|||
name: _Glossiness |
|||
second: 0.5 |
|||
- first: |
|||
name: _GlossyReflections |
|||
second: 1 |
|||
- first: |
|||
name: _HeightBias |
|||
second: 0 |
|||
- first: |
|||
name: _HeightMapMode |
|||
second: 0 |
|||
- first: |
|||
name: _HeightScale |
|||
second: 1 |
|||
- first: |
|||
name: _MaterialID |
|||
second: 0 |
|||
- first: |
|||
name: _MaterialId |
|||
second: 0 |
|||
- first: |
|||
name: _Metallic |
|||
second: 0 |
|||
- first: |
|||
name: _Mettalic |
|||
second: 0 |
|||
- first: |
|||
name: _Mode |
|||
second: 0 |
|||
- first: |
|||
name: _NormalMapSpace |
|||
second: 0 |
|||
- first: |
|||
name: _OcclusionStrength |
|||
second: 1 |
|||
- first: |
|||
name: _Parallax |
|||
second: 0.02 |
|||
- first: |
|||
name: _Smoothness |
|||
second: 0.524 |
|||
- first: |
|||
name: _SmoothnessTextureChannel |
|||
second: 0 |
|||
- first: |
|||
name: _SpecularHighlights |
|||
second: 1 |
|||
- first: |
|||
name: _SrcBlend |
|||
second: 1 |
|||
- first: |
|||
name: _SubSurfaceProfile |
|||
second: 0 |
|||
- first: |
|||
name: _SubSurfaceRadius |
|||
second: 0 |
|||
- first: |
|||
name: _SurfaceType |
|||
second: 0 |
|||
- first: |
|||
name: _Thickness |
|||
second: 0 |
|||
- first: |
|||
name: _UVSec |
|||
second: 0 |
|||
- first: |
|||
name: _ZWrite |
|||
second: 1 |
|||
m_Colors: |
|||
- first: |
|||
name: _BaseColor |
|||
second: {r: 1, g: 1, b: 1, a: 1} |
|||
- first: |
|||
name: _Color |
|||
second: {r: 1, g: 1, b: 1, a: 1} |
|||
- first: |
|||
name: _DiffuseColor |
|||
second: {r: 1, g: 1, b: 1, a: 1} |
|||
- first: |
|||
name: _EmissionColor |
|||
second: {r: 0, g: 0, b: 0, a: 1} |
|||
- first: |
|||
name: _EmissiveColor |
|||
second: {r: 0, g: 0, b: 0, a: 1} |
|||
- first: |
|||
name: _SpecColor |
|||
second: {r: 0.04, g: 0.04, b: 0.04, a: 1} |
|
|||
fileFormatVersion: 2 |
|||
guid: 93cc94b7b43bd594bb874af6b6cc4cd4 |
|||
timeCreated: 1474299392 |
|||
licenseType: Pro |
|||
NativeFormatImporter: |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using UnityEngine; |
|||
using UnityEditor; |
|||
using UnityEngine.Rendering; |
|||
using System.Collections.Generic; |
|||
using System.Linq; |
|||
using NUnit.Framework; |
|||
|
|||
[TestFixture] |
|||
public class CullResultsTest |
|||
{ |
|||
void InspectCullResults(Camera camera, CullResults cullResults, RenderLoop renderLoop) |
|||
{ |
|||
VisibleReflectionProbe[] probes = cullResults.culledReflectionProbes; |
|||
|
|||
Assert.AreEqual(1, probes.Length, "Incorrect reflection probe count"); |
|||
|
|||
VisibleReflectionProbe probeA = probes[0]; |
|||
Assert.NotNull(probeA.texture, "probe texture"); |
|||
|
|||
ActiveLight[] lights = cullResults.culledLights; |
|||
Assert.AreEqual(3, lights.Length, "Incorrect light count"); |
|||
|
|||
LightType[] expectedTypes = new LightType[] { LightType.Directional, LightType.Spot, LightType.Point }; |
|||
for (int i = 0; i != 2; i++) |
|||
{ |
|||
Assert.AreEqual(expectedTypes[i], lights[i].lightType, |
|||
"Incorrect light type for light " + i.ToString() + " (" + lights[i].light.name + ")"); |
|||
} |
|||
|
|||
// @TODO..
|
|||
|
|||
} |
|||
|
|||
[Test] |
|||
public void TestReflectionProbes() |
|||
{ |
|||
UnityEditor.SceneManagement.EditorSceneManager.OpenScene("Assets/Editor/Tests/TestScene.unity"); |
|||
|
|||
// Asserts.ExpectLogError("Boing");
|
|||
|
|||
RenderLoopTestFixture.Run(InspectCullResults); |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 4a5559aeb6036ca43895e4ed6e6cfc0d |
|||
timeCreated: 1474463564 |
|||
licenseType: Pro |
|||
MonoImporter: |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEditor; |
|||
using UnityEngine.Rendering; |
|||
using NUnit.Framework; |
|||
|
|||
[ExecuteInEditMode] |
|||
public class RenderLoopTestFixture : MonoBehaviour |
|||
{ |
|||
public delegate void TestDelegate(Camera camera, CullResults cullResults, RenderLoop renderLoop); |
|||
private static TestDelegate callback; |
|||
|
|||
public static void Render(RenderLoopWrapper wrapper, Camera[] cameras, RenderLoop renderLoop) |
|||
{ |
|||
foreach (Camera camera in cameras) |
|||
{ |
|||
CullingParameters cullingParams; |
|||
bool gotCullingParams = CullResults.GetCullingParameters(camera, out cullingParams); |
|||
Assert.IsTrue(gotCullingParams); |
|||
|
|||
CullResults cullResults = CullResults.Cull(ref cullingParams, renderLoop); |
|||
|
|||
callback(camera, cullResults, renderLoop); |
|||
} |
|||
|
|||
renderLoop.Submit(); |
|||
} |
|||
|
|||
public static void Run(TestDelegate renderCallback) |
|||
{ |
|||
var sceneCamera = Camera.main; |
|||
var camObject = sceneCamera.gameObject; |
|||
|
|||
var instance = camObject.AddComponent<RenderLoopWrapper>(); |
|||
instance.callback = Render; |
|||
callback = renderCallback; |
|||
instance.enabled = true; |
|||
|
|||
Transform t = camObject.transform; |
|||
|
|||
// Can't use AlignViewToObject because it animates over time, and we want the first frame
|
|||
float size = SceneView.lastActiveSceneView.size; |
|||
float fov = 90; // hardcoded in SceneView
|
|||
float camDist = size / Mathf.Tan(fov * 0.5f * Mathf.Deg2Rad); |
|||
SceneView.lastActiveSceneView.LookAtDirect(t.position + t.forward * camDist, t.rotation, size); |
|||
|
|||
// Invoke renderer
|
|||
try |
|||
{ |
|||
sceneCamera.Render(); |
|||
} |
|||
finally |
|||
{ |
|||
Object.DestroyImmediate(instance); |
|||
} |
|||
} |
|||
} |
|||
|
|
|||
fileFormatVersion: 2 |
|||
guid: d226affce84ac7d4dafb4a6a7a2a5391 |
|||
timeCreated: 1474463466 |
|||
licenseType: Pro |
|||
MonoImporter: |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.ScriptableRenderLoop; |
|||
using UnityEngine.Rendering; |
|||
|
|||
[ExecuteInEditMode] |
|||
public class RenderLoopWrapper : MonoBehaviour |
|||
{ |
|||
public delegate void Callback(RenderLoopWrapper wrapper, Camera[] cameras, RenderLoop renderLoop); |
|||
|
|||
public Callback callback; |
|||
|
|||
void OnEnable() |
|||
{ |
|||
RenderLoop.renderLoopDelegate += Render; |
|||
} |
|||
|
|||
void OnDisable() |
|||
{ |
|||
RenderLoop.renderLoopDelegate -= Render; |
|||
} |
|||
|
|||
bool Render(Camera[] cameras, RenderLoop loop) |
|||
{ |
|||
callback(this, cameras, loop); |
|||
return true; |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 636306177ff5b4d4baaeed2249249f1b |
|||
timeCreated: 1475087186 |
|||
licenseType: Pro |
|||
MonoImporter: |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: 582c65a5691faa94183a3a24350b12e0 |
|||
folderAsset: yes |
|||
timeCreated: 1475755103 |
|||
licenseType: Pro |
|||
DefaultImporter: |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
Kaydara FBX Binary � � FBXHeaderExtension\ FBXHeaderVersionI� x |
|||
FBXVersionI� � EncryptionTypeI � CreationTimeStamp� VersionI� � YearI� � MonthI DayI
' HourI ? MinuteI3 W SecondI t MillisecondI� � ' |