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Merge pull request #152 from Unity-Technologies/Rename-ScriptableRenderLoop-folder

Rename scriptableRenderLoop Folder to ScriptableRenderPipeline (Need to update C++)
/Branch_Batching2
GitHub 8 年前
当前提交
f67aaaa4
共有 82 个文件被更改,包括 565 次插入628 次删除
  1. 2
      Assets/Editor/Tests/RenderloopTests/RenderPipelineTestFixture.cs
  2. 22
      Assets/TestScenes/HDTest/GraphicTest/LayeredTessellation/Layer-2-woord-rock.mat
  3. 9
      Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_HeightBased.mat
  4. 353
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test.mat
  5. 8
      Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset
  6. 2
      Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs.hlsl
  7. 126
      Assets/ScriptableRenderPipeline/fptl/LightBoundsDebug.shader
  8. 280
      Assets/ScriptableRenderPipeline/fptl/Internal-DeferredShading.shader
  9. 2
      Assets/ScriptableRenderPipeline/fptl/Internal-DeferredReflections.shader
  10. 6
      Assets/ScriptableRenderPipeline/fptl/FptlLighting.cs
  11. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs.hlsl
  12. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/GGXConvolve.shader
  13. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/ComputeGgxIblSampleData.compute
  14. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/BuildProbabilityTables.compute
  15. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader
  16. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader
  17. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl
  18. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDebugViewMaterial.hlsl
  19. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl
  20. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/FragInputs.hlsl
  21. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs.hlsl
  22. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/LutGen.shader
  23. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/FinalPass.shader
  24. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/EyeHistogram.compute
  25. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/EyeAdaptation.shader
  26. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/Bloom.shader
  27. 12
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader
  28. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs.hlsl
  29. 16
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Material.hlsl
  30. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/PreIntegratedFGD.shader
  31. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader
  32. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/PatchStandardShaderToNewNamingConvention.cginc
  33. 22
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
  34. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
  35. 20
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
  36. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
  37. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl
  38. 22
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
  39. 20
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  40. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.hlsl
  41. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.cs.hlsl
  42. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassResources.cs
  43. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs.hlsl
  44. 12
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/shadeopaque.compute
  45. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/scrbound.compute
  46. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild.compute
  47. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-clustered.compute
  48. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute
  49. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TileLightLoopProducer.cs
  50. 12
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Resources/Deferred.shader
  51. 22
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Lighting.hlsl
  52. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl
  53. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  54. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset.meta
  55. 14
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset
  56. 8
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader
  57. 12
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader
  58. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader
  59. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl
  60. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewMaterial.cs.hlsl
  61. 16
      Assets/BasicRenderPipelineTutorial/BasicRenderPipeline.cs
  62. 2
      Assets/BasicRenderPipelineTutorial/BasicRenderPipeline.asset
  63. 11
      ProjectSettings/GraphicsSettings.asset
  64. 9
      Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset.meta
  65. 9
      Assets/BasicRenderPipelineTutorial/BasicRenderPipeline.asset.meta
  66. 8
      Assets/BasicRenderPipelineTutorial/BasicRenderPipelineScene.unity.meta
  67. 8
      Assets/ScriptableRenderPipeline/fptl/renderloopfptl.asset.meta
  68. 8
      Assets/BasicRenderPipelineTutorial/BasicRenderLoopScene.unity.meta
  69. 8
      Assets/BasicRenderPipelineTutorial/BasicRenderLoop.asset.meta
  70. 0
      /Assets/Editor/Tests/RenderloopTests/RenderPipelineTestFixture.cs.meta
  71. 0
      /Assets/Editor/Tests/RenderloopTests/RenderPipelineTestFixture.cs
  72. 0
      /Assets/ScriptableRenderPipeline
  73. 0
      /Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset
  74. 0
      /Assets/ScriptableRenderPipeline.meta
  75. 0
      /Assets/BasicRenderPipelineTutorial
  76. 0
      /Assets/BasicRenderPipelineTutorial/BasicRenderPipelineShader.shader.meta
  77. 0
      /Assets/BasicRenderPipelineTutorial/BasicRenderPipelineShader.shader
  78. 0
      /Assets/BasicRenderPipelineTutorial/BasicRenderPipelineScene.unity
  79. 0
      /Assets/BasicRenderPipelineTutorial/BasicRenderPipeline.cs.meta
  80. 0
      /Assets/BasicRenderPipelineTutorial/BasicRenderPipeline.cs
  81. 0
      /Assets/BasicRenderPipelineTutorial/BasicRenderPipeline.asset
  82. 0
      /Assets/BasicRenderPipelineTutorial.meta

2
Assets/Editor/Tests/RenderloopTests/RenderPipelineTestFixture.cs


{
protected override IRenderPipeline InternalCreatePipeline()
{
return new BasicRenderLoopInstance();
return new BasicRenderPipelineInstance();
}
}

22
Assets/TestScenes/HDTest/GraphicTest/LayeredTessellation/Layer-2-woord-rock.mat


m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: Layer-2-woord-rock
m_Shader: {fileID: 4800000, guid: 81d02e8644315b742b154842a3a2f98c, type: 3}
m_Shader: {fileID: 4800000, guid: eab0538d9d5746246806a9611c04ac4d, type: 3}
_HEIGHTMAP _LAYERMASKVERTEXCOLOR_OFF _NORMALMAP _NORMALMAP_TANGENT_SPACE _TESSELLATIONOBJECTSCALE_OFF
_TESSELLATION_DISPLACEMENT _USEDENSITYMODE_OFF _USEHEIGHTBASEDBLENDV2_OFF _USEHEIGHTBASEDBLEND_OFF
_USEMAINLAYERINFLUENCE_OFF
_HEIGHTMAP _HEIGHTMAP0 _HEIGHTMAP1 _LAYERMASKVERTEXCOLOR_OFF _NORMALMAP _NORMALMAP_TANGENT_SPACE
_OBJECTSCALEAFFECTTILE_OFF _TESSELLATIONOBJECTSCALE_OFF _TESSELLATION_DISPLACEMENT
_USEDENSITYMODE_OFF _USEHEIGHTBASEDBLENDV2_OFF _USEHEIGHTBASEDBLEND_OFF _USEMAINLAYERINFLUENCE_OFF
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_CustomRenderQueue: -1

- _InheritBaseNormal1: 0
- _InheritBaseNormal2: 0
- _InheritBaseNormal3: 0
- _LayerCenterOffset0: 0.5
- _LayerCenterOffset1: 0.5
- _LayerCenterOffset2: 0
- _LayerCenterOffset3: 0
- _LayerHeightAmplitude0: 0.8
- _LayerHeightAmplitude1: 1.27
- _LayerHeightAmplitude2: 1
- _LayerHeightAmplitude3: 1
- _LayerTilingBlendMask: 1
- _Metallic: 0
- _Metallic0: 0
- _Metallic1: 0

- _NormalScale1: 1
- _NormalScale2: 1
- _NormalScale3: 1
- _ObjectScaleAffectTile: 0
- _PPDLodThreshold: 5
- _PPDMaxSamples: 15
- _PPDMinSamples: 5
- _Parallax: 0.02

- _TexWorldScale1: 1
- _TexWorldScale2: 1
- _TexWorldScale3: 1
- _TexWorldScaleBlendMask: 1
- _UVBlendMask: 0
- _UVDetail0: 0
- _UVDetail1: 0
- _UVDetail2: 0

- _UVMappingPlanar2: 0
- _UVMappingPlanar3: 0
- _UVMappingPlanarBlendMask: 0
- _UVSec: 0
- _UseDensityMode: 0
- _UseHeightBasedBlend: 0

9
Assets/TestScenes/HDTest/LayeredLitTest/Material/Layered_HeightBased.mat


serializedVersion: 3
m_TexEnvs:
- _BaseColorMap0:
m_Texture: {fileID: 2800000, guid: 866df234625deb44a8db971e2f2dca7c, type: 3}
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BaseColorMap1:

- _LayerTiling1: 1
- _LayerTiling2: 1
- _LayerTiling3: 1
- _LayerTilingBlendMask: 1
- _Metallic: 0
- _Metallic0: 0
- _Metallic1: 0

- _NormalScale1: 1
- _NormalScale2: 1
- _NormalScale3: 1
- _ObjectScaleAffectTile: 0
- _OcclusionStrength: 1
- _OpacityAsDensity0: 0
- _OpacityAsDensity1: 0

- _TexWorldScale1: 0.1
- _TexWorldScale2: 0.1
- _TexWorldScale3: 0.1
- _TexWorldScaleBlendMask: 1
- _UVBlendMask: 0
- _UVDetail0: 0
- _UVDetail1: 0
- _UVDetail2: 0

- _UVMappingPlanar2: 1
- _UVMappingPlanar3: 1
- _UVMappingPlanarBlendMask: 0
- _UVSec: 0
- _UseDensityMode: 0
- _UseHeightBasedBlend: 1

- _UVDetailsMappingMask1: {r: 1, g: 0, b: 0, a: 0}
- _UVDetailsMappingMask2: {r: 1, g: 0, b: 0, a: 0}
- _UVDetailsMappingMask3: {r: 1, g: 0, b: 0, a: 0}
- _UVMappingMask0: {r: 0, g: 0, b: 0, a: 0}
- _UVMappingMask0: {r: 1, g: 0, b: 0, a: 0}
- _UVMappingMask1: {r: 0, g: 0, b: 0, a: 0}
- _UVMappingMask2: {r: 0, g: 0, b: 0, a: 0}
- _UVMappingMask3: {r: 0, g: 0, b: 0, a: 0}

353
Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/test.mat


m_PrefabInternal: {fileID: 0}
m_Name: test
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DISTORTIONDEPTHTEST_OFF _DISTORTIONONLY_OFF
_EMISSION _NORMALMAP _NORMALMAP_TANGENT_SPACE
m_ShaderKeywords: _ALPHACUTOFFENABLE_OFF _DEPTHOFFSETENABLE_OFF _DETAIL_MAP_WITH_NORMAL
_DISTORTIONDEPTHTEST_OFF _DISTORTIONENABLE_OFF _DISTORTIONONLY_OFF _EMISSION _ENABLEPERPIXELDISPLACEMENT_OFF
_NORMALMAP _NORMALMAP_TANGENT_SPACE
m_EnableInstancingVariants: 0
disabledShaderPasses:
- DistortionVectors
serializedVersion: 2
serializedVersion: 3
- first:
name: _AmbientOcclusionMap
second:
- _AmbientOcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _AnisotropyMap:
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- first:
name: _BumpMap
second:
- _BumpMap:
- first:
name: _CoatCoverageMap
second:
- _CoatCoverageMap:
- first:
name: _CoatRoughnessMap
second:
- _CoatRoughnessMap:
- first:
name: _DetailAlbedoMap
second:
- _ColorMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMap:
- first:
name: _DetailMask
second:
- _DetailMask:
- first:
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second:
- _DetailNormalMap:
- first:
name: _DiffuseLightingMap
second:
- _DiffuseLightingMap:
- first:
name: _DiffuseMap
second:
- _DiffuseMap:
- first:
name: _EmissionMap
second:
- _DistortionVectorMap:
- first:
name: _EmissiveColorMap
second:
- _EmissionMap:
- first:
name: _HeightMap
second:
- _EmissiveColorMap:
- first:
name: _MainTex
second:
- _HeightMap:
- first:
name: _MaskMap
second:
- _MainTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MaskMap:
- first:
name: _MetallicGlossMap
second:
- _MetallicGlossMap:
- first:
name: _MettalicMap
second:
- _MettalicMap:
- first:
name: _NormalMap
second:
- _NormalMap:
- first:
name: _OcclusionMap
second:
- _OcclusionMap:
- first:
name: _ParallaxMap
second:
- _ParallaxMap:
- first:
name: _SmoothnessMap
second:
- _SmoothnessMap:
- first:
name: _SpecMap
second:
- _SpecMap:
- first:
name: _SpecularOcclusionMap
second:
- _SpecularOcclusionMap:
- first:
name: _SubSurfaceRadiusMap
second:
- _SubSurfaceRadiusMap:
- first:
name: _ThicknessMap
second:
- _SubsurfaceRadiusMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _TangentMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ThicknessMap:
- 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: 2
- 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: 0
- 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: _Metalic
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
- _AlphaCutoff: 0.5
- _AlphaCutoffEnable: 0
- _Anisotropy: 0
- _BlendMode: 0
- _BumpScale: 1
- _CoatCoverage: 0
- _CoatRoughness: 0
- _CullMode: 2
- _Cutoff: 0.5
- _DepthOffsetEnable: 0
- _DetailAOScale: 1
- _DetailAlbedoScale: 1
- _DetailHeightScale: 1
- _DetailMapMode: 0
- _DetailNormalMapScale: 1
- _DetailNormalScale: 1
- _DetailSmoothnessScale: 1
- _DistortionDepthTest: 0
- _DistortionEnable: 0
- _DistortionOnly: 0
- _DoubleSided: 1
- _DoubleSidedLigthing: 1
- _DoubleSidedMode: 0
- _DstBlend: 0
- _EmissiveColorMode: 1
- _EmissiveIntensity: 0
- _EnablePerPixelDisplacement: 0
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
- _HeightAmplitude: 0.01
- _HeightBias: 0
- _HeightCenter: 0.5
- _HeightMapMode: 0
- _HeightScale: 1
- _HorizonFade: 1
- _MaterialID: 0
- _MaterialId: 0
- _Metalic: 0
- _Metallic: 0
- _Mettalic: 0
- _Mode: 0
- _NormalMapSpace: 0
- _NormalScale: 1
- _OcclusionStrength: 1
- _PPDLodThreshold: 5
- _PPDMaxSamples: 15
- _PPDMinSamples: 5
- _Parallax: 0.02
- _Smoothness: 0.524
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _StencilRef: 0
- _SubSurfaceProfile: 0
- _SubSurfaceRadius: 0
- _SubsurfaceProfile: 0
- _SubsurfaceRadius: 0.5
- _SurfaceType: 0
- _TexWorldScale: 1
- _Thickness: 0
- _UVBase: 0
- _UVDetail: 0
- _UVMappingPlanar: 0
- _UVSec: 0
- _ZTestMode: 8
- _ZWrite: 1
- 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}
- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _DiffuseColor: {r: 1, g: 1, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _EmissiveColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.04, g: 0.04, b: 0.04, a: 1}
- _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0}
- _UVMappingMask: {r: 1, g: 0, b: 0, a: 0}

8
Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset


m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: ad5bf4f8e45bdd1429eadc3445df2c89, type: 3}
m_Name: renderloopfptl
m_Name: FPTLRenderPipeline
m_EditorClassIdentifier:
m_ShadowSettings:
enabled: 1

directionalLightCascadeCount: 4
directionalLightCascades: {x: 0.05, y: 0.2, z: 0.3}
directionalLightNearPlaneOffset: 5
spotCookieSize: 512
pointCookieSize: 128
spotCookieSize: 128
pointCookieSize: 512
reflectionCubemapSize: 128
deferredShader: {fileID: 4800000, guid: 1c102a89f3460254a8c413dbdcd63a2a, type: 3}
deferredReflectionShader: {fileID: 4800000, guid: 3899e06d641c2cb4cbff794df0da536b,

enableBigTilePrepass: 1
enableDrawLightBoundsDebug: 0
enableDrawTileDebug: 0
enableReflectionProbeDebug: 0
enableComputeLightEvaluation: 0

2
Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs. Please don't edit by hand.
//
#ifndef LIGHTDEFINITIONS_CS_HLSL

126
Assets/ScriptableRenderPipeline/fptl/LightBoundsDebug.shader


// Final compositing pass, just does gamma conversion for now.
Shader "Hidden/LightBoundsDebug"
{
Properties { }
SubShader {
Pass {
ZTest Always
Cull Off
ZWrite Off
Blend SrcAlpha One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 4.5
#include "UnityCG.cginc"
#include "LightDefinitions.cs.hlsl"
StructuredBuffer<SFiniteLightBound> g_data : register(t0);
float4 vert(uint globalIndex : SV_VertexID) : SV_POSITION
{
uint lightIndex = globalIndex / 36;
uint localIndex = globalIndex - lightIndex * 36;
uint faceIndex = localIndex / 6;
uint vertexIndex = localIndex - faceIndex * 6;
int remapTrisToQuad[6] = { 0,1,2,2,3,0 }; // Remap tri indices to quad indices: 012345->012230
vertexIndex = remapTrisToQuad[vertexIndex];
uint faces[6][4] = {
{0, 2, 6, 4}, //-x
{1, 5, 7, 3}, //+x
{0, 4, 5, 1}, //-y
{2, 3, 7, 6}, //+y
{0, 1, 3, 2}, //-z
{4, 6, 7, 5}, //+z
};
SFiniteLightBound lightData = g_data[lightIndex];
uint coordIndex = faces[faceIndex][vertexIndex];
float3 coord = float3((coordIndex & 1) ? 1.0f : -1.0f, (coordIndex & 2) ? 1.0f : -1.0f, (coordIndex & 4) ? 1.0f : -1.0f);
coord.xy *= (coordIndex >= 4) ? lightData.scaleXY : float2(1, 1);
float3 viewPos = lightData.center + coord.x * lightData.boxAxisX.xyz + coord.y * lightData.boxAxisY.xyz + coord.z * -lightData.boxAxisZ.xyz;
#if USE_LEFTHAND_CAMERASPACE
// not completely sure why this is necessary since the old stuff pretends camera coordinate system is also left-hand.
// see: Camera::CalculateMatrixShaderProps()
viewPos.z = -viewPos.z;
#endif
return UnityViewToClipPos(viewPos);
}
fixed4 frag() : SV_Target
{
return float4(1.0f, 0.5f, 0.3f, 0.1f);
}
ENDCG
}
}
Fallback Off
}
// Final compositing pass, just does gamma conversion for now.
Shader "Hidden/LightBoundsDebug"
{
Properties { }
SubShader {
Pass {
ZTest Always
Cull Off
ZWrite Off
Blend SrcAlpha One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 4.5
#include "UnityCG.cginc"
#include "LightDefinitions.cs.hlsl"
StructuredBuffer<SFiniteLightBound> g_data : register(t0);
float4 vert(uint globalIndex : SV_VertexID) : SV_POSITION
{
uint lightIndex = globalIndex / 36;
uint localIndex = globalIndex - lightIndex * 36;
uint faceIndex = localIndex / 6;
uint vertexIndex = localIndex - faceIndex * 6;
int remapTrisToQuad[6] = { 0,1,2,2,3,0 }; // Remap tri indices to quad indices: 012345->012230
vertexIndex = remapTrisToQuad[vertexIndex];
uint faces[6][4] = {
{0, 2, 6, 4}, //-x
{1, 5, 7, 3}, //+x
{0, 4, 5, 1}, //-y
{2, 3, 7, 6}, //+y
{0, 1, 3, 2}, //-z
{4, 6, 7, 5}, //+z
};
SFiniteLightBound lightData = g_data[lightIndex];
uint coordIndex = faces[faceIndex][vertexIndex];
float3 coord = float3((coordIndex & 1) ? 1.0f : -1.0f, (coordIndex & 2) ? 1.0f : -1.0f, (coordIndex & 4) ? 1.0f : -1.0f);
coord.xy *= (coordIndex >= 4) ? lightData.scaleXY : float2(1, 1);
float3 viewPos = lightData.center + coord.x * lightData.boxAxisX.xyz + coord.y * lightData.boxAxisY.xyz + coord.z * -lightData.boxAxisZ.xyz;
#if USE_LEFTHAND_CAMERASPACE
// not completely sure why this is necessary since the old stuff pretends camera coordinate system is also left-hand.
// see: Camera::CalculateMatrixShaderProps()
viewPos.z = -viewPos.z;
#endif
return UnityViewToClipPos(viewPos);
}
fixed4 frag() : SV_Target
{
return float4(1.0f, 0.5f, 0.3f, 0.1f);
}
ENDCG
}
}
Fallback Off
}

280
Assets/ScriptableRenderPipeline/fptl/Internal-DeferredShading.shader


Shader "Hidden/Internal-Obscurity" {
Properties {
_LightTexture0 ("", any) = "" {}
_ShadowMapTexture ("", any) = "" {}
_SrcBlend ("", Float) = 1
_DstBlend ("", Float) = 1
}
SubShader {
Pass
{
ZWrite Off
ZTest Always
Cull Off
Blend Off
//Blend [_SrcBlend] [_DstBlend]
CGPROGRAM
#pragma target 4.5
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#pragma multi_compile __ ENABLE_DEBUG
#include "UnityLightingCommon.cginc"
float3 EvalMaterial(UnityLight light, UnityIndirect ind);
// uses the optimized single layered light list for opaques only
#ifdef USE_FPTL_LIGHTLIST
#define OPAQUES_ONLY
#endif
#include "TiledLightingTemplate.hlsl"
Texture2D_float _CameraDepthTexture;
Texture2D _CameraGBufferTexture0;
Texture2D _CameraGBufferTexture1;
Texture2D _CameraGBufferTexture2;
Texture2D _CameraGBufferTexture3;
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
v2f vert (float4 vertex : POSITION, float2 texcoord : TEXCOORD0)
{
v2f o;
o.vertex = UnityObjectToClipPos(vertex);
o.texcoord = texcoord.xy;
return o;
}
struct StandardData
{
float3 specularColor;
float3 diffuseColor;
float3 normalWorld;
float smoothness;
float3 emission;
};
struct LocalDataBRDF
{
StandardData gbuf;
// extras
float oneMinusReflectivity;
float3 Vworld;
};
static LocalDataBRDF g_localParams;
StandardData UnityStandardDataFromGbufferAux(float4 gbuffer0, float4 gbuffer1, float4 gbuffer2, float4 gbuffer3)
{
StandardData data;
data.normalWorld = normalize(2*gbuffer2.xyz-1);
data.smoothness = gbuffer1.a;
data.diffuseColor = gbuffer0.xyz; data.specularColor = gbuffer1.xyz;
float ao = gbuffer0.a;
data.emission = gbuffer3.xyz;
return data;
}
float3 EvalMaterial(UnityLight light, UnityIndirect ind)
{
StandardData data = g_localParams.gbuf;
return UNITY_BRDF_PBS(data.diffuseColor, data.specularColor, g_localParams.oneMinusReflectivity, data.smoothness, data.normalWorld, g_localParams.Vworld, light, ind);
}
half4 frag (v2f i) : SV_Target
{
uint2 pixCoord = ((uint2) i.vertex.xy);
float zbufDpth = FetchDepth(_CameraDepthTexture, pixCoord.xy).x;
float linDepth = GetLinearDepth(zbufDpth);
float3 vP = GetViewPosFromLinDepth(i.vertex.xy, linDepth);
float3 vPw = mul(g_mViewToWorld, float4(vP, 1)).xyz;
float3 Vworld = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); //unity_CameraToWorld
float4 gbuffer0 = _CameraGBufferTexture0.Load( uint3(pixCoord.xy, 0) );
float4 gbuffer1 = _CameraGBufferTexture1.Load( uint3(pixCoord.xy, 0) );
float4 gbuffer2 = _CameraGBufferTexture2.Load( uint3(pixCoord.xy, 0) );
float4 gbuffer3 = _CameraGBufferTexture3.Load( uint3(pixCoord.xy, 0) );
StandardData data = UnityStandardDataFromGbufferAux(gbuffer0, gbuffer1, gbuffer2, gbuffer3);
g_localParams.gbuf = data;
g_localParams.oneMinusReflectivity = 1.0 - SpecularStrength(data.specularColor.rgb);
g_localParams.Vworld = Vworld;
uint numLightsProcessed = 0;
float3 c = data.emission + ExecuteLightList(numLightsProcessed, pixCoord, vP, vPw, Vworld);
#if ENABLE_DEBUG
c = OverlayHeatMap(pixCoord & 15, numLightsProcessed, c);
#endif
return float4(c,1.0);
}
ENDCG
}
}
Fallback Off
}
Shader "Hidden/Internal-Obscurity" {
Properties {
_LightTexture0 ("", any) = "" {}
_ShadowMapTexture ("", any) = "" {}
_SrcBlend ("", Float) = 1
_DstBlend ("", Float) = 1
}
SubShader {
Pass
{
ZWrite Off
ZTest Always
Cull Off
Blend Off
//Blend [_SrcBlend] [_DstBlend]
CGPROGRAM
#pragma target 4.5
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#pragma multi_compile __ ENABLE_DEBUG
#include "UnityLightingCommon.cginc"
float3 EvalMaterial(UnityLight light, UnityIndirect ind);
// uses the optimized single layered light list for opaques only
#ifdef USE_FPTL_LIGHTLIST
#define OPAQUES_ONLY
#endif
#include "TiledLightingTemplate.hlsl"
UNITY_DECLARE_TEX2D_FLOAT(_CameraDepthTexture);
Texture2D _CameraGBufferTexture0;
Texture2D _CameraGBufferTexture1;
Texture2D _CameraGBufferTexture2;
Texture2D _CameraGBufferTexture3;
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
v2f vert (float4 vertex : POSITION, float2 texcoord : TEXCOORD0)
{
v2f o;
o.vertex = UnityObjectToClipPos(vertex);
o.texcoord = texcoord.xy;
return o;
}
struct StandardData
{
float3 specularColor;
float3 diffuseColor;
float3 normalWorld;
float smoothness;
float3 emission;
};
struct LocalDataBRDF
{
StandardData gbuf;
// extras
float oneMinusReflectivity;
float3 Vworld;
};
static LocalDataBRDF g_localParams;
StandardData UnityStandardDataFromGbufferAux(float4 gbuffer0, float4 gbuffer1, float4 gbuffer2, float4 gbuffer3)
{
StandardData data;
data.normalWorld = normalize(2*gbuffer2.xyz-1);
data.smoothness = gbuffer1.a;
data.diffuseColor = gbuffer0.xyz; data.specularColor = gbuffer1.xyz;
float ao = gbuffer0.a;
data.emission = gbuffer3.xyz;
return data;
}
float3 EvalMaterial(UnityLight light, UnityIndirect ind)
{
StandardData data = g_localParams.gbuf;
return UNITY_BRDF_PBS(data.diffuseColor, data.specularColor, g_localParams.oneMinusReflectivity, data.smoothness, data.normalWorld, g_localParams.Vworld, light, ind);
}
half4 frag (v2f i) : SV_Target
{
uint2 pixCoord = ((uint2) i.vertex.xy);
float zbufDpth = FetchDepth(_CameraDepthTexture, pixCoord.xy).x;
float linDepth = GetLinearDepth(zbufDpth);
float3 vP = GetViewPosFromLinDepth(i.vertex.xy, linDepth);
float3 vPw = mul(g_mViewToWorld, float4(vP, 1)).xyz;
float3 Vworld = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); //unity_CameraToWorld
float4 gbuffer0 = _CameraGBufferTexture0.Load( uint3(pixCoord.xy, 0) );
float4 gbuffer1 = _CameraGBufferTexture1.Load( uint3(pixCoord.xy, 0) );
float4 gbuffer2 = _CameraGBufferTexture2.Load( uint3(pixCoord.xy, 0) );
float4 gbuffer3 = _CameraGBufferTexture3.Load( uint3(pixCoord.xy, 0) );
StandardData data = UnityStandardDataFromGbufferAux(gbuffer0, gbuffer1, gbuffer2, gbuffer3);
g_localParams.gbuf = data;
g_localParams.oneMinusReflectivity = 1.0 - SpecularStrength(data.specularColor.rgb);
g_localParams.Vworld = Vworld;
uint numLightsProcessed = 0;
float3 c = data.emission + ExecuteLightList(numLightsProcessed, pixCoord, vP, vPw, Vworld);
#if ENABLE_DEBUG
c = OverlayHeatMap(pixCoord & 15, numLightsProcessed, c);
#endif
return float4(c,1.0);
}
ENDCG
}
}
Fallback Off
}

2
Assets/ScriptableRenderPipeline/fptl/Internal-DeferredReflections.shader


#include "TiledReflectionTemplate.hlsl"
Texture2D_float _CameraDepthTexture;
UNITY_DECLARE_TEX2D_FLOAT(_CameraDepthTexture);
Texture2D _CameraGBufferTexture0;
Texture2D _CameraGBufferTexture1;
Texture2D _CameraGBufferTexture2;

6
Assets/ScriptableRenderPipeline/fptl/FptlLighting.cs


public class FptlLighting : RenderPipelineAsset
{
#if UNITY_EDITOR
[UnityEditor.MenuItem("RenderPipeline/CreateRenderLoopFPTL")]
[UnityEditor.MenuItem("RenderPipeline/Create FPTLRenderPipeline")]
UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/renderloopfptl.asset");
//AssetDatabase.CreateAsset(instance, "Assets/ScriptableRenderLoop/fptl/renderloopfptl.asset");
UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset");
//AssetDatabase.CreateAsset(instance, "Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset");
}
#endif
protected override IRenderPipeline InternalCreatePipeline()

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/Sky/SkyManager.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs. Please don't edit by hand.
//
#ifndef SKYMANAGER_CS_HLSL

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/GGXConvolve.shader


#pragma vertex Vert
#pragma fragment Frag
#include "Common.hlsl"
#include "ImageBasedLighting.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "../SkyManager.cs.hlsl"
struct Attributes

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/ComputeGgxIblSampleData.compute


// Precomputes data for IntegrateLD(). See that function for a detailed description.
#include "Common.hlsl"
#include "ImageBasedLighting.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#define MAX_IBL_SAMPLE_CNT 89

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/BuildProbabilityTables.compute


// Ref: PBRT v3, 13.6.7 "Piecewise-Constant 2D Distributions".
// Note that we use the equiareal sphere-to-square mapping instead of the latitude-longitude one.
#include "Common.hlsl"
#include "ImageBasedLighting.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
/* --- Input --- */

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ProceduralSky/Resources/SkyProcedural.shader


#pragma multi_compile _ ATMOSPHERICS_DEBUG
#pragma multi_compile _ PERFORM_SKY_OCCLUSION_TEST
#include "Color.hlsl"
#include "Common.hlsl"
#include "CommonLighting.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/CommonLighting.hlsl"
TEXTURECUBE(_Cubemap);
SAMPLERCUBE(sampler_Cubemap);

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/HDRISky/Resources/SkyHDRI.shader


#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#include "Color.hlsl"
#include "Common.hlsl"
#include "CommonLighting.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/CommonLighting.hlsl"
TEXTURECUBE(_Cubemap);
SAMPLERCUBE(sampler_Cubemap);

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl


#error SHADERPASS_is_not_correctly_define
#endif
#include "Color.hlsl"
#include "ShaderLibrary/Color.hlsl"
CBUFFER_START(UnityMetaPass)
// x = use uv1 as raster position

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassDebugViewMaterial.hlsl


#error SHADERPASS_is_not_correctly_define
#endif
#include "Color.hlsl"
#include "ShaderLibrary/Color.hlsl"
int _DebugViewMaterial;
#include "VertMesh.hlsl"

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPass.cs. Please don't edit by hand.
//
#ifndef SHADERPASS_CS_HLSL

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/FragInputs.hlsl


// This structure gather all possible varying/interpolator for this shader.
//-------------------------------------------------------------------------------------
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugViewMaterial.cs.hlsl"
#include "HDRenderPipeline/Debug/DebugViewMaterial.cs.hlsl"
struct FragInputs
{

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderConfig.cs. Please don't edit by hand.
//
#ifndef SHADERCONFIG_CS_HLSL

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/LutGen.shader


HLSLINCLUDE
#pragma target 4.5
#include "Common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "ColorGrading.hlsl"
float4 _LutParams;

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/FinalPass.shader


HLSLINCLUDE
#pragma target 4.5
#include "Color.hlsl"
#include "Common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "ColorGrading.hlsl"
#include "Bloom.hlsl"

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/EyeHistogram.compute


// Put the following line to 0 or comment it to disable vignette weighting
#define USE_VIGNETTE_WEIGHTING 1
#include "Common.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "EyeAdaptation.hlsl"
RWStructuredBuffer<uint> _Histogram;

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/EyeAdaptation.shader


HLSLINCLUDE
#pragma target 4.5
#include "Common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "EyeAdaptation.hlsl"
TEXTURE2D(_MainTex);

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/PostProcess/Resources/Bloom.shader


HLSLINCLUDE
#pragma target 4.5
#include "Common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "Bloom.hlsl"
TEXTURE2D(_MainTex);

12
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.shader


// Include
//-------------------------------------------------------------------------------------
#include "common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "ShaderLibrary/common.hlsl"
#include "HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "HDRenderPipeline/ShaderPass/FragInputs.hlsl"
#include "HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/UnlitProperties.hlsl"
#include "HDRenderPipeline/Material/Unlit/UnlitProperties.hlsl"
// All our shaders use same name for entry point
#pragma vertex Vert

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Unlit/Unlit.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Unlit.cs. Please don't edit by hand.
//
#ifndef UNLIT_CS_HLSL

16
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Material.hlsl


#ifndef UNITY_MATERIAL_INCLUDED
#define UNITY_MATERIAL_INCLUDED
#include "Color.hlsl"
#include "Packing.hlsl"
#include "BSDF.hlsl"
#include "Debug.hlsl"
#include "GeometricTools.hlsl"
#include "CommonMaterial.hlsl"
#include "EntityLighting.hlsl"
#include "ImageBasedLighting.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "ShaderLibrary/Packing.hlsl"
#include "ShaderLibrary/BSDF.hlsl"
#include "ShaderLibrary/Debug.hlsl"
#include "ShaderLibrary/GeometricTools.hlsl"
#include "ShaderLibrary/CommonMaterial.hlsl"
#include "ShaderLibrary/EntityLighting.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
//-----------------------------------------------------------------------------
// BuiltinData

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/PreIntegratedFGD.shader


#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
#include "Common.hlsl"
#include "ImageBasedLighting.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
struct Attributes

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader


// Include
//-------------------------------------------------------------------------------------
#include "Common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
//-------------------------------------------------------------------------------------
// Inputs & outputs

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/PatchStandardShaderToNewNamingConvention.cginc


// NOTE: For performing a project upgrade where you temporarily support both old and new renderloops
// NOTE: For performing a project upgrade where you temporarily support both old and new renderpipelines
// 1. Copy HDRenderloop Lit.shader into your project
// 1. Copy HDRenderPipeline Lit.shader into your project
// 2. Add a SubShader and copy old Standard shader passes into it.
// 2. Set LOD on subshader to make Unity pick at runtime to use new renderloop shaders or
// legacy standard shaders based on if SRL is enabled or not.

22
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader


// Include
//-------------------------------------------------------------------------------------
#include "common.hlsl"
#include "tessellation.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "ShaderLibrary/common.hlsl"
#include "ShaderLibrary/tessellation.hlsl"
#include "HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "HDRenderPipeline/ShaderPass/FragInputs.hlsl"
#include "HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitProperties.hlsl"
#include "HDRenderPipeline/Material/Lit/LitProperties.hlsl"
// All our shaders use same name for entry point
#pragma vertex Vert

#define LIGHTING_DEBUG
#define SHADERPASS SHADERPASS_GBUFFER
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"

#define LIGHTING_DEBUG
#define SHADERPASS SHADERPASS_FORWARD
#include "../../Lighting/Forward.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "HDRenderPipeline/Debug/DebugLighting.hlsl"
// TEMP until pragma work in include
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl


return SAMPLE_TEXTURE2D_LOD(_HeightMap, sampler_HeightMap, param.uv + texOffsetCurrent, lod).r;
}
#include "PerPixelDisplacement.hlsl"
#include "ShaderLibrary/PerPixelDisplacement.hlsl"
void ApplyPerPixelDisplacement(FragInputs input, float3 V, inout LayerTexCoord layerTexCoord)
{

#endif
}
#include "PerPixelDisplacement.hlsl"
#include "ShaderLibrary/PerPixelDisplacement.hlsl"
// PPD is affecting only one mapping at the same time, mean we need to execute it for each mapping (UV0, UV1, 3 times for triplanar etc..)
// We chose to not support all this case that are extremely hard to manage (for example mixing different mapping, mean it also require different tangent space that is not supported in Unity)

20
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader


// Include
//-------------------------------------------------------------------------------------
#include "common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "ShaderLibrary/common.hlsl"
#include "HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "HDRenderPipeline/ShaderPass/FragInputs.hlsl"
#include "HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitProperties.hlsl"
#include "HDRenderPipeline/Material/Lit/LitProperties.hlsl"
// All our shaders use same name for entry point
#pragma vertex Vert

#define LIGHTING_DEBUG
#define SHADERPASS SHADERPASS_GBUFFER
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "../../Material/Material.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitData.hlsl"

#define LIGHTING_DEBUG
#define SHADERPASS SHADERPASS_FORWARD
#include "../../Lighting/Forward.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "HDRenderPipeline/Debug/DebugLighting.hlsl"
// TEMP until pragma work in include
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl


// SurfaceData is define in Lit.cs which generate Lit.cs.hlsl
//TODO: return this original relative path include after fixing a bug in Unity side
//#include "Lit.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.cs.hlsl"
#include "HDRenderPipeline/Material/Lit/Lit.cs.hlsl"
// In case we pack data uint16 buffer we need to change the output render target format to uint16
// TODO: Is there a way to automate these output type based on the format declare in lit.cs ?

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs. Please don't edit by hand.
//
#ifndef LIT_CS_HLSL

22
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader


// Include
//-------------------------------------------------------------------------------------
#include "common.hlsl"
#include "tessellation.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "ShaderLibrary/common.hlsl"
#include "ShaderLibrary/tessellation.hlsl"
#include "HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "HDRenderPipeline/ShaderPass/FragInputs.hlsl"
#include "HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration

// variable declaration
//-------------------------------------------------------------------------------------
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitProperties.hlsl"
#include "HDRenderPipeline/Material/Lit/LitProperties.hlsl"
// All our shaders use same name for entry point
#pragma vertex Vert

#define LIGHTING_DEBUG
#define SHADERPASS SHADERPASS_GBUFFER
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "../Lit/LitData.hlsl"

#define LIGHTING_DEBUG
#define SHADERPASS SHADERPASS_FORWARD
#include "../../Lighting/Forward.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "HDRenderPipeline/Debug/DebugLighting.hlsl"
// TEMP until pragma work in include
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS

20
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


// Include
//-------------------------------------------------------------------------------------
#include "common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "ShaderLibrary/common.hlsl"
#include "HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "HDRenderPipeline/ShaderPass/FragInputs.hlsl"
#include "HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration

// variable declaration
//-------------------------------------------------------------------------------------
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitProperties.hlsl"
#include "HDRenderPipeline/Material/Lit/LitProperties.hlsl"
// All our shaders use same name for entry point
#pragma vertex Vert

#define LIGHTING_DEBUG
#define SHADERPASS SHADERPASS_GBUFFER
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "../../Material/Material.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "../Lit/LitData.hlsl"

#define LIGHTING_DEBUG
#define SHADERPASS SHADERPASS_FORWARD
#include "../../Lighting/Forward.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "HDRenderPipeline/Debug/DebugLighting.hlsl"
// TEMP until pragma work in include
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.hlsl


//TODO: return this original relative path include after fixing a bug in Unity side
//#include "BuiltinData.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Builtin/BuiltinData.cs.hlsl"
#include "HDRenderPipeline/Material/Builtin/BuiltinData.cs.hlsl"
//-----------------------------------------------------------------------------
// common Encode/Decode functions

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Builtin/BuiltinData.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Builtin/BuiltinData.cs. Please don't edit by hand.
//
#ifndef BUILTINDATA_CS_HLSL

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassResources.cs


public class TilePassResources : ScriptableObject
{
#if UNITY_EDITOR
public const string tilePassResources = "Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePassResources.asset";
public const string tilePassResources = "Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassResources.asset";
[UnityEditor.MenuItem("HDRenderPipeline/TilePass/CreateTilePassResources")]
static void CreateTilePassSetup()

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs. Please don't edit by hand.
//
#ifndef TILEPASS_CS_HLSL

12
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/shadeopaque.compute


// Include
//-------------------------------------------------------------------------------------
#include "Common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/Lighting.hlsl" // This include Material.hlsl
#include "HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "HDRenderPipeline/Lighting/Lighting.hlsl" // This include Material.hlsl
//-------------------------------------------------------------------------------------
// variable declaration

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/scrbound.compute


#pragma kernel ScreenBoundsAABB
#include "common.hlsl"
#include "ShaderLibrary/common.hlsl"
#include "../TilePass.cs.hlsl"
uniform int g_iNrVisibLights;

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild.compute


#pragma kernel TileLightListGen LIGHTLISTGEN=TileLightListGen
#pragma kernel TileLightListGen_SrcBigTile LIGHTLISTGEN=TileLightListGen_SrcBigTile USE_TWO_PASS_TILED_LIGHTING
#include "common.hlsl"
#include "ShaderLibrary/common.hlsl"
#include "../ShaderBase.hlsl"
#include "../TilePass.cs.hlsl"
#include "../LightingConvexHullUtils.hlsl"

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-clustered.compute


#pragma kernel TileLightListGen_DepthRT_MSAA_SrcBigTile LIGHTLISTGEN=TileLightListGen_DepthRT_MSAA_SrcBigTile ENABLE_DEPTH_TEXTURE_BACKPLANE MSAA_ENABLED USE_TWO_PASS_TILED_LIGHTING
#pragma kernel ClearAtomic
#include "common.hlsl"
#include "ShaderLibrary/common.hlsl"
#include "../ShaderBase.hlsl"
#include "../TilePass.cs.hlsl"
#include "../LightingConvexHullUtils.hlsl"

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute


#pragma kernel BigTileLightListGen
#include "common.hlsl"
#include "ShaderLibrary/common.hlsl"
#include "../TilePass.cs.hlsl"
#include "../LightingConvexHullUtils.hlsl"
#if !defined(SHADER_API_XBOXONE)

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TileLightLoopProducer.cs


public class TileLightLoopProducer : LightLoopProducer
{
#if UNITY_EDITOR
public const string TilePassProducer = "Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePassProducer.asset";
public const string TilePassProducer = "Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassProducer.asset";
[UnityEditor.MenuItem("HDRenderPipeline/TilePass/Create TileLightLoopProducer")]
static void CreateTileLightLoopProducer()

12
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Resources/Deferred.shader


// Include
//-------------------------------------------------------------------------------------
#include "Common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl"
#include "HDRenderPipeline/Debug/DebugLighting.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/Lighting.hlsl" // This include Material.hlsl
#include "HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "HDRenderPipeline/Lighting/Lighting.hlsl" // This include Material.hlsl
//-------------------------------------------------------------------------------------
// variable declaration

22
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Lighting.hlsl


#ifndef UNITY_LIGHTING_INCLUDED
#define UNITY_LIGHTING_INCLUDED
#include "CommonLighting.hlsl"
#include "CommonShadow.hlsl"
#include "Sampling.hlsl"
#include "AreaLighting.hlsl"
#include "ImageBasedLighting.hlsl"
#include "ShaderLibrary/CommonLighting.hlsl"
#include "ShaderLibrary/CommonShadow.hlsl"
#include "ShaderLibrary/Sampling.hlsl"
#include "ShaderLibrary/AreaLighting.hlsl"
#include "ShaderLibrary/ImageBasedLighting.hlsl"
// The light loop (or lighting architecture) is in charge to:
// - Define light list

#define HAS_LIGHTLOOP // Allow to not define LightLoop related function in Material.hlsl
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/LightUtilities.hlsl"
#include "HDRenderPipeline/Lighting/LightDefinition.cs.hlsl"
#include "HDRenderPipeline/Lighting/LightUtilities.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl"
#include "HDRenderPipeline/Lighting/TilePass/TilePass.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Shadow/Shadow.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Material.hlsl"
#include "HDRenderPipeline/Shadow/Shadow.hlsl"
#include "HDRenderPipeline/Material/Material.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl"
#include "HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl"
#endif

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/LightDefinition.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/LightDefinition.cs. Please don't edit by hand.
//
#ifndef LIGHTDEFINITION_CS_HLSL

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


// This HDRenderPipeline assume linear lighting. Don't work with gamma.
public class HDRenderPipeline : RenderPipelineAsset
{
const string k_HDRenderPipelinePath = "Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.asset";
const string k_HDRenderPipelinePath = "Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset";
[MenuItem("RenderPipeline/CreateHDRenderPipeline")]
[MenuItem("RenderPipeline/Create HDRenderPipeline")]
static void CreateHDRenderPipeline()
{
var instance = CreateInstance<HDRenderPipeline>();

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset.meta


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14
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.asset


type: 2}
globalDebugParameters:
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displayMaterialDebug: 1
displayRenderingDebug: 1
displayLightingDebug: 1
displayMaterialDebug: 0
displayRenderingDebug: 0
displayLightingDebug: 0
materialDebugParameters:
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lightingDebugParameters:

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overrideSmoothness: 0
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overrideSmoothnessValue: 0.5
debugLightingAlbedo: {r: 0.5, g: 0.5, b: 0.5, a: 1}
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8
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader


// Include
//-------------------------------------------------------------------------------------
#include "Common.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/Lighting.hlsl" // This include Material.hlsl
#include "HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "HDRenderPipeline/Lighting/Lighting.hlsl" // This include Material.hlsl
//-------------------------------------------------------------------------------------
// variable declaration

12
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader


#pragma vertex Vert
#pragma fragment Frag
#include "Common.hlsl"
#include "Color.hlsl"
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Color.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugViewMaterial.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Material.hlsl"
#include "HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "HDRenderPipeline/ShaderVariables.hlsl"
#include "HDRenderPipeline/Debug/DebugViewMaterial.cs.hlsl"
#include "HDRenderPipeline/Material/Material.hlsl"
DECLARE_GBUFFER_TEXTURE(_GBufferTexture);

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader


#pragma vertex Vert
#pragma fragment Frag
#include "Common.hlsl"
#include "ShaderLibrary/Common.hlsl"
TEXTURE2D_FLOAT(g_tShadowBuffer);

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/HDRenderPipelineDebug.cs. Please don't edit by hand.
//
#ifndef HDRENDERPIPELINEDEBUG_CS_HLSL

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewMaterial.cs.hlsl


//
// This file was automatically generated from Assets/ScriptableRenderLoop/HDRenderPipeline/Debug/DebugViewMaterial.cs. Please don't edit by hand.
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugViewMaterial.cs. Please don't edit by hand.
//
#ifndef DEBUGVIEWMATERIAL_CS_HLSL

16
Assets/BasicRenderPipelineTutorial/BasicRenderPipeline.cs


using UnityEngine.Experimental.Rendering;
// Very basic scriptable rendering loop example:
// - Use with BasicRenderLoopShader.shader (the loop expects "BasicPass" pass type to exist)
// - Use with BasicRenderPipelineShader.shader (the loop expects "BasicPass" pass type to exist)
// - Supports up to 8 enabled lights in the scene (directional, point or spot)
// - Does the same physically based BRDF as the Standard shader
// - No shadows

public class BasicRenderLoop : RenderPipelineAsset
public class BasicRenderPipeline : RenderPipelineAsset
[UnityEditor.MenuItem("RenderPipeline/Create BasicRenderLoop")]
static void CreateBasicRenderLoop()
[UnityEditor.MenuItem("RenderPipeline/Create BasicRenderPipeline")]
static void CreateBasicRenderPipeline()
var instance = ScriptableObject.CreateInstance<BasicRenderLoop>();
UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/BasicRenderLoopTutorial/BasicRenderLoop.asset");
var instance = ScriptableObject.CreateInstance<BasicRenderPipeline>();
UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/BasicRenderPipelineTutorial/BasicRenderPipeline.asset");
}
#endif

return new BasicRenderLoopInstance();
return new BasicRenderPipelineInstance();
public class BasicRenderLoopInstance : RenderPipeline
public class BasicRenderPipelineInstance : RenderPipeline
{
public override void Render(ScriptableRenderContext renderContext, Camera[] cameras)
{

2
Assets/BasicRenderPipelineTutorial/BasicRenderPipeline.asset


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m_EditorHideFlags: 0
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m_Name: BasicRenderLoop
m_Name: BasicRenderPipeline
m_EditorClassIdentifier:

11
ProjectSettings/GraphicsSettings.asset


--- !u!30 &1
GraphicsSettings:
m_ObjectHideFlags: 0
serializedVersion: 11
serializedVersion: 12
m_Deferred:
m_Mode: 0
m_Shader: {fileID: 0}

m_DefaultRenderingPath: 1
m_DefaultMobileRenderingPath: 1
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m_Settings:

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useReflectionProbeBlending: 1
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useHDR: 1

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9
Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset.meta


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Assets/BasicRenderPipelineTutorial/BasicRenderPipeline.asset.meta


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Assets/BasicRenderPipelineTutorial/BasicRenderPipelineScene.unity.meta


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Assets/BasicRenderPipelineTutorial/BasicRenderLoopScene.unity.meta


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Assets/BasicRenderPipelineTutorial/BasicRenderLoop.asset.meta


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/Assets/Editor/Tests/RenderloopTests/RenderloopTestFixture.cs.meta → /Assets/Editor/Tests/RenderloopTests/RenderPipelineTestFixture.cs.meta

/Assets/Editor/Tests/RenderloopTests/RenderloopTestFixture.cs → /Assets/Editor/Tests/RenderloopTests/RenderPipelineTestFixture.cs

/Assets/ScriptableRenderLoop → /Assets/ScriptableRenderPipeline

/Assets/ScriptableRenderPipeline/fptl/renderloopfptl.asset → /Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset

/Assets/ScriptableRenderLoop.meta → /Assets/ScriptableRenderPipeline.meta

/Assets/BasicRenderLoopTutorial → /Assets/BasicRenderPipelineTutorial

/Assets/BasicRenderPipelineTutorial/BasicRenderLoopShader.shader.meta → /Assets/BasicRenderPipelineTutorial/BasicRenderPipelineShader.shader.meta

/Assets/BasicRenderPipelineTutorial/BasicRenderLoopShader.shader → /Assets/BasicRenderPipelineTutorial/BasicRenderPipelineShader.shader

/Assets/BasicRenderPipelineTutorial/BasicRenderLoopScene.unity → /Assets/BasicRenderPipelineTutorial/BasicRenderPipelineScene.unity

/Assets/BasicRenderPipelineTutorial/BasicRenderLoop.cs.meta → /Assets/BasicRenderPipelineTutorial/BasicRenderPipeline.cs.meta

/Assets/BasicRenderPipelineTutorial/BasicRenderLoop.cs → /Assets/BasicRenderPipelineTutorial/BasicRenderPipeline.cs

/Assets/BasicRenderPipelineTutorial/BasicRenderLoop.asset → /Assets/BasicRenderPipelineTutorial/BasicRenderPipeline.asset

/Assets/BasicRenderLoopTutorial.meta → /Assets/BasicRenderPipelineTutorial.meta

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