Evgenii Golubev
8 年前
当前提交
f43fbd7c
共有 34 个文件被更改,包括 6404 次插入 和 65 次删除
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2Assets/ScriptableRenderLoop/AdditionalLightData.cs
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106Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
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8Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.asset
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114Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
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1Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs
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5Assets/ScriptableRenderLoop/HDRenderPipeline/SceneSettings/SubsurfaceScatteringParameters.cs
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38Assets/ScriptableRenderLoop/HDRenderPipeline/Utilities.cs
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26Assets/ScriptableRenderLoop/RenderPasses/ShadowRenderPass.cs
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26ProjectSettings/ProjectSettings.asset
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50Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs
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12Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.meta
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82Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader
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9Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader.meta
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9Assets/TestScenes/HDTest/CascadedShadowsTest.meta
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1001Assets/TestScenes/HDTest/CascadedShadowsTest.unity
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8Assets/TestScenes/HDTest/CascadedShadowsTest.unity.meta
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9Assets/TestScenes/HDTest/GraphicTest/Common/Dragon.meta
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160Assets/TestScenes/HDTest/CascadedShadowsTest/Lit_Gray.mat
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9Assets/TestScenes/HDTest/CascadedShadowsTest/Lit_Gray.mat.meta
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1001Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/DragonStatue.FBX
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96Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/DragonStatue.FBX.meta
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8Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/DragonStatue.mat.meta
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1001Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Dragon_H.exr
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84Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Dragon_H.exr.meta
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1001Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Dragon_LRBC_NoLight.png
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76Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Dragon_LRBC_NoLight.png.meta
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1001Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Dragon_MSK.tga
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76Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Dragon_MSK.tga.meta
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170Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Dragon_N.tga
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76Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/Dragon_N.tga.meta
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195Assets/TestScenes/HDTest/GraphicTest/Common/Dragon/DragonStatue.mat
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9Assets/TestScenes/HDTest/HDRenderLoopTest.meta
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using System; |
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namespace UnityEngine.Experimental.Rendering.HDPipeline |
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{ |
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[Serializable] |
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public class GlobalDebugParameters |
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{ |
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public float debugOverlayRatio = 0.33f; |
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public bool displayDebug = false; |
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public bool displayShadowDebug = false; |
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public ShadowDebugParameters shadowDebugParameters = new ShadowDebugParameters(); |
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} |
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public class DebugParameters |
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{ |
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// Material Debugging
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public int debugViewMaterial = 0; |
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// Rendering debugging
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public bool displayOpaqueObjects = true; |
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public bool displayTransparentObjects = true; |
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public bool useForwardRenderingOnly = false; // TODO: Currently there is no way to strip the extra forward shaders generated by the shaders compiler, so we can switch dynamically.
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public bool useDepthPrepass = false; |
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public bool useDistortion = true; |
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// we have to fallback to forward-only rendering when scene view is using wireframe rendering mode --
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// as rendering everything in wireframe + deferred do not play well together
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public bool ShouldUseForwardRenderingOnly() { return useForwardRenderingOnly || GL.wireframe; } |
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} |
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public enum ShadowDebugMode |
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{ |
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None, |
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VisualizeAtlas, |
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VisualizeShadowMap |
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} |
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[Serializable] |
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public class ShadowDebugParameters |
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{ |
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public bool enableShadows = true; |
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public ShadowDebugMode visualizationMode = ShadowDebugMode.None; |
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public uint visualizeShadowMapIndex = 0; |
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} |
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} |
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fileFormatVersion: 2 |
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timeCreated: 1485277036 |
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licenseType: Pro |
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MonoImporter: |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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Shader "Hidden/HDRenderPipeline/DebugDisplayShadowMap" |
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{ |
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SubShader |
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{ |
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Pass |
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{ |
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ZWrite Off |
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ZTest Off |
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Blend One Zero |
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Cull Off |
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HLSLPROGRAM |
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#pragma target 4.5 |
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#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev |
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#pragma vertex Vert |
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#pragma fragment Frag |
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#include "Common.hlsl" |
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TEXTURE2D(g_tShadowBuffer); |
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TEXTURE2D(_DummyTexture); |
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SAMPLER2D(sampler_DummyTexture); |
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float4 _TextureScaleBias; |
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struct Attributes |
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{ |
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uint vertexID : SV_VertexID; |
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}; |
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struct Varyings |
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{ |
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float4 positionCS : SV_POSITION; |
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float2 texcoord : TEXCOORD0; |
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}; |
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Varyings Vert(Attributes input) |
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{ |
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float4 positions[] = |
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{ |
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float4(-1.0, -1.0, 0.0f, 1.0), |
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float4( 1.0, -1.0, 0.0f, 1.0), |
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float4( 1.0, 1.0, 0.0f, 1.0), |
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|
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float4( 1.0, 1.0, 0.0f, 1.0), |
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float4(-1.0, 1.0, 0.0f, 1.0), |
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float4(-1.0, -1.0, 0.0f, 1.0) |
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}; |
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float2 texcoords[] = |
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{ |
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float2(0.0, 1.0), |
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float2(1.0, 1.0), |
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float2(1.0, 0.0), |
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float2(1.0, 0.0), |
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float2(0.0, 0.0), |
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float2(0.0, 1.0), |
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}; |
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Varyings output; |
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output.positionCS = positions[input.vertexID]; |
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output.texcoord = texcoords[input.vertexID] * _TextureScaleBias.xy + _TextureScaleBias.zw; |
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return output; |
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} |
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float4 Frag(Varyings input) : SV_Target |
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{ |
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// We need the dummy texture for the sampler, but we also need to sample it in order not to get a compile error. |
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float4 dummy = SAMPLE_TEXTURE2D(_DummyTexture, sampler_DummyTexture, input.texcoord) * 0.00001; |
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return SAMPLE_TEXTURE2D(g_tShadowBuffer, sampler_DummyTexture, input.texcoord).xxxx + dummy; |
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} |
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ENDHLSL |
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} |
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} |
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Fallback Off |
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Assets/TestScenes/HDTest/CascadedShadowsTest.unity
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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文件差异内容过多而无法显示
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