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Further renaming to keep consistency with documentation.

/vr_sandbox
Felipe Lira 7 年前
当前提交
f48ff264
共有 9 个文件被更改,包括 230 次插入31 次删除
  1. 2
      Assets/LowEndMobilePipeline/Editor/LegacyMobileToLowendMobileUpgrader.cs
  2. 4
      Assets/LowEndMobilePipeline/Editor/StandardToLowEndMaterialUpgrader.cs
  3. 2
      Assets/LowEndMobilePipeline/LowEndMobilePipeline.cs
  4. 2
      Assets/LowEndMobilePipeline/LowEndMobilePipeline.shader
  5. 4
      Assets/LowEndMobilePipeline/LowEndMobilePipelineAsset.asset
  6. 232
      Assets/LowEndMobilePipeline/TestScenes/LDRenderPipelineBasicScene.unity
  7. 3
      Assets/LowEndMobilePipeline/TestScenes/Materials/LDRenderPipeMaterials/LDSpecularSphere0.mat
  8. 2
      Assets/LowEndMobilePipeline/TestScenes/Materials/LDRenderPipeMaterials/MobileColors.mat
  9. 10
      Assets/LowEndMobilePipeline/TestScenes/Materials/LDRenderPipeMaterials/MobilePlane.mat

2
Assets/LowEndMobilePipeline/Editor/LegacyMobileToLowendMobileUpgrader.cs


LegacyMobileToLowendMobileUpgrader(string oldShaderName)
{
RenameShader(oldShaderName, "LowEndMobilePipeline/Specular");
RenameShader(oldShaderName, "ScriptableRenderPipeline/LowEndMobile");
RenameFloat("_Shininess", "_Glossiness");
}
}

4
Assets/LowEndMobilePipeline/Editor/StandardToLowEndMaterialUpgrader.cs


public class StandardToLowEndMaterialUpgrader : MaterialUpgrader
{
[MenuItem("LowEndMobilePipeline/Material Upgraders/Upgrade Standard Materials to LDRenderPipeline")]
[MenuItem("LowEndMobilePipeline/Material Upgraders/Upgrade Standard Materials to Low End Mobile")]
private static void UpgradeMaterialsToLD()
{
List<MaterialUpgrader> upgraders = new List<MaterialUpgrader>();

StandardToLowEndMaterialUpgrader(string oldShaderName)
{
RenameShader(oldShaderName, "LowEndMobilePipeline/Specular");
RenameShader(oldShaderName, "ScriptableRenderPipeline/LowEndMobile");
}
}

2
Assets/LowEndMobilePipeline/LowEndMobilePipeline.cs


int vertexLightCount = (m_Asset.SupportsVertexLight)
? Mathf.Min(lights.Length - pixelLightCount, kMaxLights)
: 0;
int totalLightCount = pixelLightCount + vertexLightCount;
int totalLightCount = Mathf.Min(pixelLightCount + vertexLightCount, kMaxLights);
for (int i = 0; i < totalLightCount; ++i)
{

2
Assets/LowEndMobilePipeline/LowEndMobilePipeline.shader


// Shader targeted for LowEnd mobile devices. Single Pass Forward Rendering. Shader Model 2
Shader "LowEndMobilePipeline/Specular"
Shader "ScriptableRenderPipeline/LowEndMobile"
{
// Keep properties of StandardSpecular shader for upgrade reasons.
Properties

4
Assets/LowEndMobilePipeline/LowEndMobilePipelineAsset.asset


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m_MaxPixelLights: 4
m_ShadowAtlasResolution: 1024
m_ShadowAtlasResolution: 2048
m_ShadowNearPlaneOffset: 2
m_ShadowDistance: 50
m_ShadowBias: 0.05

232
Assets/LowEndMobilePipeline/TestScenes/LDRenderPipelineBasicScene.unity


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3
Assets/LowEndMobilePipeline/TestScenes/Materials/LDRenderPipeMaterials/LDSpecularSphere0.mat


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m_ShaderKeywords: _GLOSSINESS_FROM_BASE_ALPHA _SPECULAR_COLOR
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_CustomRenderQueue: -1

- _DstBlend: 0
- _GlossMapScale: 0.186
- _Glossiness: 1
- _GlossinessSource: 0
- _GlossyReflections: 1
- _Metallic: 0
- _Mode: 0

2
Assets/LowEndMobilePipeline/TestScenes/Materials/LDRenderPipeMaterials/MobileColors.mat


- _SmoothnessTextureChannel: 0
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- _SpecularHighlights: 1
- _SpecularStrength: 200
- _SpecularStrength: 240
- _SrcBlend: 1
- _UVSec: 0
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10
Assets/LowEndMobilePipeline/TestScenes/Materials/LDRenderPipeMaterials/MobilePlane.mat


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m_LightmapFlags: 1
m_EnableInstancingVariants: 0
m_CustomRenderQueue: -1

- _OcclusionStrength: 1
- _Parallax: 0.02
- _SmoothnessTextureChannel: 0
- _SpecSource: 0
- _SpecSource: 1
- _SpecularStrength: 200
- _SpecularStrength: 64.1
- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _SpecColor: {r: 0.5294118, g: 0.5294118, b: 0.5294118, a: 1}
- _SpecColor: {r: 1, g: 1, b: 1, a: 1}
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