sebastienlagarde
6 年前
当前提交
f75e94af
共有 97 个文件被更改,包括 13185 次插入 和 835 次删除
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6TestProjects/LWGraphicsTest/Assets/Scenes/045_CustomLWPipe/CustomLWPipe.cs
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5com.unity.render-pipelines.high-definition/CHANGELOG.md
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5com.unity.render-pipelines.high-definition/HDRP/Debug/DebugColorPicker.shader
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1com.unity.render-pipelines.high-definition/HDRP/Debug/LightingDebug.cs
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13com.unity.render-pipelines.high-definition/HDRP/Debug/LightingDebug.cs.hlsl
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26com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightEditor.cs
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2com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Volumetric/Texture3DCreationEditor.cs.meta
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160com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRPass.template
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104com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDSubShaderUtilities.cs
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161com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template
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3com.unity.render-pipelines.high-definition/HDRP/Lighting/Volumetrics/DensityVolume.cs
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2com.unity.render-pipelines.high-definition/HDRP/Lighting/Volumetrics/DensityVolumeManager.cs
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13com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs
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2com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDUtils.cs
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9com.unity.render-pipelines.high-definition/HDRP/Sky/SkyRenderingContext.cs
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7com.unity.render-pipelines.lightweight/CHANGELOG.md
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18com.unity.render-pipelines.lightweight/LWRP/DefaultRendererSetup.cs
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130com.unity.render-pipelines.lightweight/LWRP/Editor/LightweightPipelineAssetEditor.cs
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4com.unity.render-pipelines.lightweight/LWRP/LightweightForwardRenderer.cs
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3com.unity.render-pipelines.lightweight/LWRP/Passes/BeginXRRenderingPass.cs
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10com.unity.render-pipelines.lightweight/LWRP/Passes/CopyColorPass.cs
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12com.unity.render-pipelines.lightweight/LWRP/Passes/CopyDepthPass.cs
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2com.unity.render-pipelines.lightweight/LWRP/Passes/CreateLightweightRenderTexturesPass.cs
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2com.unity.render-pipelines.lightweight/LWRP/Passes/DepthOnlyPass.cs
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7com.unity.render-pipelines.lightweight/LWRP/Passes/DirectionalShadowsPass.cs
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2com.unity.render-pipelines.lightweight/LWRP/Passes/DrawSkyboxPass.cs
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2com.unity.render-pipelines.lightweight/LWRP/Passes/EndXRRenderingPass.cs
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16com.unity.render-pipelines.lightweight/LWRP/Passes/FinalBlitPass.cs
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11com.unity.render-pipelines.lightweight/LWRP/Passes/LightweightForwardPass.cs
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4com.unity.render-pipelines.lightweight/LWRP/Passes/LocalShadowsPass.cs
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3com.unity.render-pipelines.lightweight/LWRP/Passes/OpaquePostProcessPass.cs
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9com.unity.render-pipelines.lightweight/LWRP/Passes/RenderOpaqueForwardPass.cs
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7com.unity.render-pipelines.lightweight/LWRP/Passes/RenderTransparentForwardPass.cs
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16com.unity.render-pipelines.lightweight/LWRP/Passes/SceneViewDepthCopy.cs
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11com.unity.render-pipelines.lightweight/LWRP/Passes/ScreenSpaceShadowResolvePass.cs
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2com.unity.render-pipelines.lightweight/LWRP/Passes/ScriptableRenderPass.cs
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3com.unity.render-pipelines.lightweight/LWRP/Passes/SetupForwardRenderingPass.cs
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2com.unity.render-pipelines.lightweight/LWRP/Passes/SetupLightweightConstanstPass.cs
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2com.unity.render-pipelines.lightweight/LWRP/Passes/TransparentPostProcessPass.cs
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7com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Shadows.hlsl
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92com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Terrain/LightweightPassLitTerrain.hlsl
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6com.unity.shadergraph/Editor/Data/Implementation/NodeUtils.cs
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483com.unity.shadergraph/Editor/Data/Util/GraphUtil.cs
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10com.unity.shadergraph/Editor/Data/Util/ShaderStringBuilder.cs
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1001TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_PlanarReflectionVFace.unity
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7TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_PlanarReflectionVFace.unity.meta
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling.meta
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionCullingStencil.meta
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1001TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionProbeVFace.unity
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7TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionProbeVFace.unity.meta
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1001TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2208_PlanarReflectionCullingStencil.unity
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7TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2208_PlanarReflectionCullingStencil.unity.meta
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1001TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2209_ReflectionProbeCullingStencil.unity
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7TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2209_ReflectionProbeCullingStencil.unity.meta
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1001TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/2206_PlanarReflectionVFace.png
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88TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/2206_PlanarReflectionVFace.png.meta
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1001TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/2207_ReflectionProbeVFace.png
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88TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/2207_ReflectionProbeVFace.png.meta
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1001TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/2208_PlanarReflectionCullingStencil.png
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88TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/2208_PlanarReflectionCullingStencil.png.meta
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1001TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/2209_ReflectionProbeCullingStencil.png
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88TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/2209_ReflectionProbeCullingStencil.png.meta
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129com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Volumetric/Texture3DCreationEditor.cs
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71com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/SharedCode.template.hlsl
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9com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/SharedCode.template.hlsl.meta
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50com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/VertexAnimation.template.hlsl
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9com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/VertexAnimation.template.hlsl.meta
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material.meta
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Mesh.meta
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1001TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Mesh/Torus.obj
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100TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Mesh/Torus.obj.meta
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21TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Mesh/filp.obj
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99TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Mesh/filp.obj.meta
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572TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Mesh/grid.obj
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99TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Mesh/grid.obj.meta
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232TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Scene Settings Profile 1.asset
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Scene Settings Profile 1.asset.meta
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209TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Scene Settings Profile.asset
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Scene Settings Profile.asset.meta
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233TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/Mirror.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/Mirror.mat.meta
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235TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/White.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/White.mat.meta
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233TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/DoubleSidedFlipMode.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/DoubleSidedFlipMode.mat.meta
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233TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/DoubleSidedMirrorMode.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/DoubleSidedMirrorMode.mat.meta
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233TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/DoubleSidedNoneMode.mat
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/DoubleSidedNoneMode.mat.meta
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232TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionCullingStencil/Scene Settings Profile.asset
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8TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionCullingStencil/Scene Settings Profile.asset.meta
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141com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Volumetric/volumeTextureTool.cs
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0/com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Volumetric/Texture3DCreationEditor.cs.meta
1001
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weights: [] |
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spritePackingTag: |
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pSDRemoveMatte: 0 |
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pSDShowRemoveMatteOption: 0 |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/2209_ReflectionProbeCullingStencil.png
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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fileFormatVersion: 2 |
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mipmaps: |
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enableMipMap: 0 |
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sRGBTexture: 1 |
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linearTexture: 0 |
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fadeOut: 0 |
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borderMipMap: 0 |
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mipMapsPreserveCoverage: 0 |
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alphaTestReferenceValue: 0.5 |
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mipMapFadeDistanceStart: 1 |
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mipMapFadeDistanceEnd: 3 |
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bumpmap: |
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convertToNormalMap: 0 |
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externalNormalMap: 0 |
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heightScale: 0.25 |
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normalMapFilter: 0 |
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isReadable: 1 |
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streamingMipmaps: 0 |
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streamingMipmapsPriority: 0 |
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grayScaleToAlpha: 0 |
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generateCubemap: 6 |
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cubemapConvolution: 0 |
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seamlessCubemap: 0 |
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textureFormat: 1 |
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maxTextureSize: 2048 |
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textureSettings: |
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filterMode: -1 |
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aniso: -1 |
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mipBias: -100 |
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wrapU: -1 |
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spriteExtrude: 1 |
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spriteMeshType: 1 |
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alignment: 0 |
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spritePivot: {x: 0.5, y: 0.5} |
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spritePixelsToUnits: 100 |
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spriteBorder: {x: 0, y: 0, z: 0, w: 0} |
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spriteGenerateFallbackPhysicsShape: 1 |
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alphaUsage: 1 |
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alphaIsTransparency: 0 |
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textureShape: 1 |
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textureFormatSet: 0 |
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platformSettings: |
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- serializedVersion: 2 |
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buildTarget: DefaultTexturePlatform |
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maxTextureSize: 2048 |
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resizeAlgorithm: 0 |
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textureFormat: -1 |
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textureCompression: 0 |
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compressionQuality: 50 |
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|||
/// ///
|
|||
/// MIT License ///
|
|||
/// ///
|
|||
/// Copyright (c) 2016 Rapha�l Ernaelsten (@RaphErnaelsten) ///
|
|||
/// ///
|
|||
/// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), ///
|
|||
/// to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, ///
|
|||
/// and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: ///
|
|||
/// ///
|
|||
/// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. ///
|
|||
/// ///
|
|||
/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, ///
|
|||
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER ///
|
|||
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS ///
|
|||
/// IN THE SOFTWARE. ///
|
|||
/// ///
|
|||
/// PLEASE CONSIDER CREDITING AURA IN YOUR PROJECTS. IF RELEVANT, USE THE UNMODIFIED LOGO PROVIDED IN THE "LICENSE" FOLDER. ///
|
|||
/// ///
|
|||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|||
|
|||
using System; |
|||
using UnityEngine; |
|||
using System.Collections.Generic; |
|||
using UnityEngine.Experimental.Rendering; |
|||
using UnityEngine.Experimental.Rendering.HDPipeline; |
|||
|
|||
namespace UnityEditor.Experimental.Rendering.HDPipeline |
|||
{ |
|||
//This Editor window is a quick way to generate 3D Textures for the Volumetric system.
|
|||
//It will take a sourceTexture and slice it up into tiles that will fill a 3D Texture
|
|||
//The volumetric system has a hardcoded size of 32x32x32 volume texture atlas so this tool makes sure it fits that size.
|
|||
public class Texture3DCreationEditor : EditorWindow |
|||
{ |
|||
private Texture2D sourceTexture = null; |
|||
private string sourcePath = null; |
|||
|
|||
private int tileSize = DensityVolumeManager.volumeTextureSize; |
|||
|
|||
private int numXTiles |
|||
{ |
|||
get { return sourceTexture != null ? sourceTexture.width / tileSize : 0; } |
|||
set {} |
|||
} |
|||
|
|||
private int numYTiles |
|||
{ |
|||
get { return sourceTexture != null ? sourceTexture.height / tileSize : 0; } |
|||
set {} |
|||
} |
|||
|
|||
private bool validData |
|||
{ |
|||
get { return numXTiles * numYTiles >= tileSize; } |
|||
set {} |
|||
} |
|||
|
|||
[MenuItem("Window/Render Pipeline/Create 3D Texture")] |
|||
private static void Init() |
|||
{ |
|||
Texture3DCreationEditor window = (Texture3DCreationEditor)EditorWindow.GetWindow(typeof(Texture3DCreationEditor)); |
|||
window.titleContent.text = "Create Texture3D Asset"; |
|||
window.Show(); |
|||
} |
|||
|
|||
private void OnGUI() |
|||
{ |
|||
EditorGUILayout.BeginVertical(EditorStyles.miniButton); |
|||
GUILayout.Button(new GUIContent(" Create Texture3D Asset", ""), EditorStyles.centeredGreyMiniLabel); |
|||
|
|||
EditorGUILayout.Separator(); |
|||
|
|||
EditorGUILayout.LabelField("Source Texture"); |
|||
sourceTexture = (Texture2D)EditorGUILayout.ObjectField(sourceTexture, typeof(Texture2D), false); |
|||
EditorGUILayout.HelpBox(String.Format("Volumetric system requires textures of size {0}x{0}x{0} so please ensure the source texture is at least this many pixels.", tileSize), MessageType.Info); |
|||
|
|||
EditorGUILayout.Separator(); |
|||
|
|||
if (sourceTexture != null) |
|||
{ |
|||
sourcePath = AssetDatabase.GetAssetPath(sourceTexture); |
|||
if (validData) |
|||
{ |
|||
if (GUILayout.Button(new GUIContent("Generate 3D Texture", ""), EditorStyles.toolbarButton)) |
|||
{ |
|||
Generate3DTexture(); |
|||
} |
|||
} |
|||
else |
|||
{ |
|||
EditorGUILayout.HelpBox("Invalid Source Texture: Source texture size is not enough to create " + tileSize + " depthSlices.", MessageType.Error); |
|||
} |
|||
} |
|||
|
|||
EditorGUILayout.EndVertical(); |
|||
} |
|||
|
|||
private void Generate3DTexture() |
|||
{ |
|||
Texture3D texture = new Texture3D(tileSize, tileSize, tileSize, sourceTexture.format, false); |
|||
texture.wrapMode = sourceTexture.wrapMode; |
|||
texture.wrapModeU = sourceTexture.wrapModeU; |
|||
texture.wrapModeV = sourceTexture.wrapModeV; |
|||
texture.wrapModeW = sourceTexture.wrapModeW; |
|||
texture.filterMode = sourceTexture.filterMode; |
|||
texture.mipMapBias = 0; |
|||
texture.anisoLevel = 0; |
|||
|
|||
Color[] colorArray = new Color[0]; |
|||
|
|||
for (int i = numYTiles - 1; i >= 0; --i) |
|||
{ |
|||
for (int j = 0; j < numXTiles; ++j) |
|||
{ |
|||
Color[] texColor = sourceTexture.GetPixels(j * tileSize, i * tileSize, tileSize, tileSize); |
|||
|
|||
Array.Resize(ref colorArray, texColor.Length + colorArray.Length); |
|||
Array.Copy(texColor, 0, colorArray, colorArray.Length - texColor.Length, texColor.Length); |
|||
} |
|||
} |
|||
|
|||
|
|||
texture.SetPixels(colorArray); |
|||
texture.Apply(); |
|||
|
|||
AssetDatabase.CreateAsset(texture, System.IO.Directory.GetParent(sourcePath) + "\\" + sourceTexture.name + "_Texture3D.asset"); |
|||
} |
|||
} |
|||
} |
|
|||
FragInputs BuildFragInputs(VaryingsMeshToPS input) |
|||
{ |
|||
FragInputs output; |
|||
ZERO_INITIALIZE(FragInputs, output); |
|||
|
|||
// Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used). |
|||
// TODO: this is a really poor workaround, but the variable is used in a bunch of places |
|||
// to compute normals which are then passed on elsewhere to compute other values... |
|||
output.worldToTangent = k_identity3x3; |
|||
output.positionSS = input.positionCS; // input.positionCS is SV_Position |
|||
|
|||
$FragInputs.positionRWS: output.positionRWS = input.positionRWS; |
|||
$FragInputs.worldToTangent: output.worldToTangent = BuildWorldToTangent(input.tangentWS, input.normalWS); |
|||
$FragInputs.texCoord0: output.texCoord0 = input.texCoord0; |
|||
$FragInputs.texCoord1: output.texCoord1 = input.texCoord1; |
|||
$FragInputs.texCoord2: output.texCoord2 = input.texCoord2; |
|||
$FragInputs.texCoord3: output.texCoord3 = input.texCoord3; |
|||
$FragInputs.color: output.color = input.color; |
|||
#if SHADER_STAGE_FRAGMENT |
|||
$FragInputs.isFrontFace: output.isFrontFace = IS_FRONT_VFACE(input.cullFace, true, false); // TODO: SHADER_STAGE_FRAGMENT only |
|||
$FragInputs.isFrontFace: // Handle handness of the view matrix (In Unity view matrix default to a determinant of -1) |
|||
$FragInputs.isFrontFace: // when we render a cubemap the view matrix handness is flipped (due to convention used for cubemap) we have a determinant of +1 |
|||
$FragInputs.isFrontFace: output.isFrontFace = _DetViewMatrix < 0.0 ? output.isFrontFace : !output.isFrontFace; |
|||
#endif // SHADER_STAGE_FRAGMENT |
|||
|
|||
return output; |
|||
} |
|||
|
|||
SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS) |
|||
{ |
|||
SurfaceDescriptionInputs output; |
|||
ZERO_INITIALIZE(SurfaceDescriptionInputs, output); |
|||
|
|||
$SurfaceDescriptionInputs.WorldSpaceNormal: output.WorldSpaceNormal = normalize(input.worldToTangent[2].xyz); |
|||
$SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M); // transposed multiplication by inverse matrix to handle normal scale |
|||
$SurfaceDescriptionInputs.ViewSpaceNormal: output.ViewSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_I_V); // transposed multiplication by inverse matrix to handle normal scale |
|||
$SurfaceDescriptionInputs.TangentSpaceNormal: output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f); |
|||
$SurfaceDescriptionInputs.WorldSpaceTangent: output.WorldSpaceTangent = input.worldToTangent[0].xyz; |
|||
$SurfaceDescriptionInputs.ObjectSpaceTangent: output.ObjectSpaceTangent = TransformWorldToObjectDir(output.WorldSpaceTangent); |
|||
$SurfaceDescriptionInputs.ViewSpaceTangent: output.ViewSpaceTangent = TransformWorldToViewDir(output.WorldSpaceTangent); |
|||
$SurfaceDescriptionInputs.TangentSpaceTangent: output.TangentSpaceTangent = float3(1.0f, 0.0f, 0.0f); |
|||
$SurfaceDescriptionInputs.WorldSpaceBiTangent: output.WorldSpaceBiTangent = input.worldToTangent[1].xyz; |
|||
$SurfaceDescriptionInputs.ObjectSpaceBiTangent: output.ObjectSpaceBiTangent = TransformWorldToObjectDir(output.WorldSpaceBiTangent); |
|||
$SurfaceDescriptionInputs.ViewSpaceBiTangent: output.ViewSpaceBiTangent = TransformWorldToViewDir(output.WorldSpaceBiTangent); |
|||
$SurfaceDescriptionInputs.TangentSpaceBiTangent: output.TangentSpaceBiTangent = float3(0.0f, 1.0f, 0.0f); |
|||
$SurfaceDescriptionInputs.WorldSpaceViewDirection: output.WorldSpaceViewDirection = normalize(viewWS); |
|||
$SurfaceDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection); |
|||
$SurfaceDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = TransformWorldToViewDir(output.WorldSpaceViewDirection); |
|||
$SurfaceDescriptionInputs.TangentSpaceViewDirection: float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent,output.WorldSpaceBiTangent,output.WorldSpaceNormal); |
|||
$SurfaceDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = mul(tangentSpaceTransform, output.WorldSpaceViewDirection); |
|||
$SurfaceDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = GetAbsolutePositionWS(input.positionRWS); |
|||
$SurfaceDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = TransformWorldToObject(input.positionRWS); |
|||
$SurfaceDescriptionInputs.ViewSpacePosition: output.ViewSpacePosition = TransformWorldToView(input.positionRWS); |
|||
$SurfaceDescriptionInputs.TangentSpacePosition: output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f); |
|||
$SurfaceDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionRWS), _ProjectionParams.x); |
|||
$SurfaceDescriptionInputs.uv0: output.uv0 = float4(input.texCoord0, 0.0f, 0.0f); |
|||
$SurfaceDescriptionInputs.uv1: output.uv1 = float4(input.texCoord1, 0.0f, 0.0f); |
|||
$SurfaceDescriptionInputs.uv2: output.uv2 = float4(input.texCoord2, 0.0f, 0.0f); |
|||
$SurfaceDescriptionInputs.uv3: output.uv3 = float4(input.texCoord3, 0.0f, 0.0f); |
|||
$SurfaceDescriptionInputs.VertexColor: output.VertexColor = input.color; |
|||
$SurfaceDescriptionInputs.FaceSign: output.FaceSign = input.isFrontFace; |
|||
|
|||
return output; |
|||
} |
|||
|
|||
// existing HDRP code uses the combined function to go directly from packed to frag inputs |
|||
FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input) |
|||
{ |
|||
VaryingsMeshToPS unpacked= UnpackVaryingsMeshToPS(input); |
|||
return BuildFragInputs(unpacked); |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 63ca087b7dde4344bafcf314b6a7df47 |
|||
ShaderImporter: |
|||
externalObjects: {} |
|||
defaultTextures: [] |
|||
nonModifiableTextures: [] |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
|
|||
VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh input) |
|||
{ |
|||
VertexDescriptionInputs output; |
|||
ZERO_INITIALIZE(VertexDescriptionInputs, output); |
|||
|
|||
$VertexDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = input.normalOS; |
|||
$VertexDescriptionInputs.WorldSpaceNormal: output.WorldSpaceNormal = TransformObjectToWorldNormal(input.normalOS); |
|||
$VertexDescriptionInputs.ViewSpaceNormal: output.ViewSpaceNormal = TransformWorldToViewDir(output.WorldSpaceNormal); |
|||
$VertexDescriptionInputs.TangentSpaceNormal: output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f); |
|||
$VertexDescriptionInputs.ObjectSpaceTangent: output.ObjectSpaceTangent = input.tangentOS; |
|||
$VertexDescriptionInputs.WorldSpaceTangent: output.WorldSpaceTangent = TransformObjectToWorldDir(input.tangentOS.xyz); |
|||
$VertexDescriptionInputs.ViewSpaceTangent: output.ViewSpaceTangent = TransformWorldToViewDir(output.WorldSpaceTangent); |
|||
$VertexDescriptionInputs.TangentSpaceTangent: output.TangentSpaceTangent = float3(1.0f, 0.0f, 0.0f); |
|||
$VertexDescriptionInputs.ObjectSpaceBiTangent: output.ObjectSpaceBiTangent = normalize(cross(input.normalOS, input.tangentOS) * (input.tangentOS.w > 0.0f ? 1.0f : -1.0f) * GetOddNegativeScale()); |
|||
$VertexDescriptionInputs.WorldSpaceBiTangent: output.WorldSpaceBiTangent = TransformObjectToWorldDir(output.ObjectSpaceBiTangent); |
|||
$VertexDescriptionInputs.ViewSpaceBiTangent: output.ViewSpaceBiTangent = TransformWorldToViewDir(output.WorldSpaceBiTangent); |
|||
$VertexDescriptionInputs.TangentSpaceBiTangent: output.TangentSpaceBiTangent = float3(0.0f, 1.0f, 0.0f); |
|||
$VertexDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = input.positionOS; |
|||
$VertexDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = GetAbsolutePositionWS(TransformObjectToWorld(input.positionOS)); |
|||
$VertexDescriptionInputs.ViewSpacePosition: output.ViewSpacePosition = TransformWorldToView(output.WorldSpacePosition); |
|||
$VertexDescriptionInputs.TangentSpacePosition: output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f); |
|||
$VertexDescriptionInputs.WorldSpaceViewDirection: output.WorldSpaceViewDirection = GetWorldSpaceNormalizeViewDir(output.WorldSpacePosition); |
|||
$VertexDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection); |
|||
$VertexDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = TransformWorldToViewDir(output.WorldSpaceViewDirection); |
|||
$VertexDescriptionInputs.TangentSpaceViewDirection: float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent,output.WorldSpaceBiTangent,output.WorldSpaceNormal); |
|||
$VertexDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = mul(tangentSpaceTransform, output.WorldSpaceViewDirection); |
|||
$VertexDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(output.WorldSpacePosition), _ProjectionParams.x); |
|||
$VertexDescriptionInputs.uv0: output.uv0 = float4(input.uv0, 0.0f, 0.0f); |
|||
$VertexDescriptionInputs.uv1: output.uv1 = float4(input.uv1, 0.0f, 0.0f); |
|||
$VertexDescriptionInputs.uv2: output.uv2 = float4(input.uv2, 0.0f, 0.0f); |
|||
$VertexDescriptionInputs.uv3: output.uv3 = float4(input.uv3, 0.0f, 0.0f); |
|||
$VertexDescriptionInputs.VertexColor: output.VertexColor = input.color; |
|||
|
|||
return output; |
|||
} |
|||
|
|||
AttributesMesh ApplyMeshModification(AttributesMesh input) |
|||
{ |
|||
// build graph inputs |
|||
VertexDescriptionInputs vertexDescriptionInputs = AttributesMeshToVertexDescriptionInputs(input); |
|||
|
|||
// evaluate vertex graph |
|||
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs); |
|||
|
|||
// copy graph output to the results |
|||
$VertexDescription.Position: input.positionOS = vertexDescription.Position; |
|||
|
|||
return input; |
|||
} |
|
|||
fileFormatVersion: 2 |
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guid: 0c7cf800109d94245b1843175a674ab4 |
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ShaderImporter: |
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externalObjects: {} |
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defaultTextures: [] |
|||
nonModifiableTextures: [] |
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userData: |
|||
assetBundleName: |
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assetBundleVariant: |
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fileFormatVersion: 2 |
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guid: c906d81874eaf51489365fdcf659e057 |
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folderAsset: yes |
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DefaultImporter: |
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externalObjects: {} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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fileFormatVersion: 2 |
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folderAsset: yes |
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DefaultImporter: |
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externalObjects: {} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Mesh/Torus.obj
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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fileFormatVersion: 2 |
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guid: 9ad41073880e68b4ebefb45f61ab7b08 |
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ModelImporter: |
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serializedVersion: 23 |
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fileIDToRecycleName: |
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400002: //RootNode |
|||
2100000: TorusMat |
|||
2300000: Torus |
|||
3300000: Torus |
|||
4300000: Torus |
|||
externalObjects: {} |
|||
materials: |
|||
importMaterials: 1 |
|||
materialName: 0 |
|||
materialSearch: 1 |
|||
materialLocation: 1 |
|||
animations: |
|||
legacyGenerateAnimations: 4 |
|||
bakeSimulation: 0 |
|||
resampleCurves: 1 |
|||
optimizeGameObjects: 0 |
|||
motionNodeName: |
|||
rigImportErrors: |
|||
rigImportWarnings: |
|||
animationImportErrors: |
|||
animationImportWarnings: |
|||
animationRetargetingWarnings: |
|||
animationDoRetargetingWarnings: 0 |
|||
importAnimatedCustomProperties: 0 |
|||
importConstraints: 0 |
|||
animationCompression: 1 |
|||
animationRotationError: 0.5 |
|||
animationPositionError: 0.5 |
|||
animationScaleError: 0.5 |
|||
animationWrapMode: 0 |
|||
extraExposedTransformPaths: [] |
|||
extraUserProperties: [] |
|||
clipAnimations: [] |
|||
isReadable: 1 |
|||
meshes: |
|||
lODScreenPercentages: [] |
|||
globalScale: 1 |
|||
meshCompression: 0 |
|||
addColliders: 0 |
|||
useSRGBMaterialColor: 1 |
|||
importVisibility: 1 |
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importBlendShapes: 1 |
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importCameras: 1 |
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importLights: 1 |
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swapUVChannels: 0 |
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generateSecondaryUV: 0 |
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using System; |
|||
using UnityEngine; |
|||
using UnityEditor; |
|||
using UnityEngine.Rendering; |
|||
using UnityEngine.Experimental.Rendering.HDPipeline; |
|||
|
|||
namespace UnityEditor.Experimental.Rendering { |
|||
|
|||
public class VolumeTextureTool : EditorWindow |
|||
{ |
|||
private Texture2D sourceTexture = null; |
|||
private string assetPath; |
|||
private string assetDirectory; |
|||
|
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private int tileSize = 0; |
|||
|
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private static GUIContent windowTitle = new GUIContent("Create Volume Texture"); |
|||
private static GUIContent textureLabel = new GUIContent("Slice Texture"); |
|||
private static GUIContent tileSizeLabel = new GUIContent("Texture Slice Size", "Dimensions of the created 3D Texture in pixels. Width, Height and Depth are all the same size"); |
|||
private static GUIContent createLabel = new GUIContent("Create 3D Texture"); |
|||
|
|||
[MenuItem("Window/Render Pipeline/Create Volume Texture")] |
|||
static void Init() |
|||
{ |
|||
VolumeTextureTool window = (VolumeTextureTool)EditorWindow.GetWindow(typeof(VolumeTextureTool)); |
|||
window.titleContent = windowTitle; |
|||
window.Show(); |
|||
} |
|||
|
|||
private bool IsTileSizeValid() |
|||
{ |
|||
int textureWidth = sourceTexture.width; |
|||
int textureHeight = sourceTexture.height; |
|||
|
|||
return (tileSize > 0 && (textureWidth * textureHeight >= (tileSize*tileSize*tileSize))); |
|||
} |
|||
|
|||
void OnGUI() |
|||
{ |
|||
EditorGUILayout.LabelField(textureLabel, null); |
|||
EditorGUI.indentLevel++; |
|||
sourceTexture = ( EditorGUILayout.ObjectField((UnityEngine.Object)sourceTexture, typeof(Texture2D), false, null) as Texture2D); |
|||
EditorGUI.indentLevel--; |
|||
tileSize = EditorGUILayout.IntField(tileSizeLabel, tileSize, null); |
|||
|
|||
bool validData = (sourceTexture != null && IsTileSizeValid()); |
|||
bool create = false; |
|||
|
|||
if (!validData) |
|||
{ |
|||
if (tileSize > 0) |
|||
{ |
|||
EditorGUILayout.HelpBox(String.Format("Source Texture too small to generate a volume Texture of {0}x{0}x{0} size", tileSize), MessageType.Warning); |
|||
} |
|||
else |
|||
{ |
|||
EditorGUILayout.HelpBox("Tile size must be larger than 0", MessageType.Warning); |
|||
} |
|||
} |
|||
|
|||
using (new EditorGUI.DisabledScope(!validData)) |
|||
{ |
|||
create = GUILayout.Button(createLabel, null); |
|||
} |
|||
|
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if (create) |
|||
{ |
|||
assetPath = AssetDatabase.GetAssetPath(sourceTexture); |
|||
assetDirectory = System.IO.Directory.GetParent(assetPath).ToString(); |
|||
|
|||
//Check if the texture is set to read write.
|
|||
//Only need to do this since CopyTexture is currently broken on D3D11
|
|||
//So need to make sure there is a CPU copy ready to copy to the 3D Texture
|
|||
//The fix for this is coming soon. Need to revist once it's in.
|
|||
TextureImporter importer = TextureImporter.GetAtPath(assetPath) as TextureImporter; |
|||
if (importer && !importer.isReadable) |
|||
{ |
|||
importer.isReadable = true; |
|||
importer.SaveAndReimport(); |
|||
} |
|||
|
|||
BuildVolumeTexture(); |
|||
} |
|||
} |
|||
|
|||
private void BuildVolumeTexture() |
|||
{ |
|||
//Check if the object we want to create is already in the AssetDatabase
|
|||
string volumeTextureAssetPath = assetDirectory + "/" + sourceTexture.name + "_Texture3D.asset"; |
|||
bool createNewAsset = false; |
|||
|
|||
Texture3D volumeTexture = AssetDatabase.LoadAssetAtPath(volumeTextureAssetPath, typeof(Texture3D)) as Texture3D; |
|||
|
|||
//If we already have the asset then we are just updating it. make sure it's the right size.
|
|||
if (!volumeTexture || volumeTexture.width != tileSize || volumeTexture.height != tileSize || volumeTexture.depth != tileSize) |
|||
{ |
|||
volumeTexture = new Texture3D(tileSize, tileSize, tileSize, sourceTexture.format, false); |
|||
volumeTexture.filterMode = sourceTexture.filterMode; |
|||
volumeTexture.mipMapBias = 0; |
|||
volumeTexture.anisoLevel = 0; |
|||
volumeTexture.wrapMode = sourceTexture.wrapMode; |
|||
volumeTexture.wrapModeU = sourceTexture.wrapModeU; |
|||
volumeTexture.wrapModeV = sourceTexture.wrapModeV; |
|||
volumeTexture.wrapModeW = sourceTexture.wrapModeW; |
|||
|
|||
createNewAsset = true; |
|||
} |
|||
|
|||
//Only need to do this since CopyTexture is currently broken on D3D11
|
|||
//Proper fix on it's way for 18.3 or 19.1
|
|||
Color [] colorArray = new Color[0]; |
|||
|
|||
int yTiles = sourceTexture.height / tileSize; |
|||
int xTiles = sourceTexture.width / tileSize; |
|||
|
|||
for (int i = yTiles - 1; i >= 0; i--) |
|||
{ |
|||
for (int j = 0; j < xTiles; j++) |
|||
{ |
|||
Color [] sourceTile = sourceTexture.GetPixels(j * tileSize, i * tileSize, tileSize, tileSize); |
|||
Array.Resize(ref colorArray, colorArray.Length + sourceTile.Length); |
|||
Array.Copy(sourceTile, 0, colorArray, colorArray.Length - sourceTile.Length, sourceTile.Length); |
|||
} |
|||
} |
|||
|
|||
volumeTexture.SetPixels(colorArray); |
|||
volumeTexture.Apply(); |
|||
|
|||
if (createNewAsset) |
|||
{ |
|||
AssetDatabase.CreateAsset(volumeTexture, volumeTextureAssetPath); |
|||
} |
|||
else |
|||
{ |
|||
AssetDatabase.SaveAssets(); |
|||
//Asset can be currently used by Density Volume Manager so trigger refresh
|
|||
DensityVolumeManager.manager.TriggerVolumeAtlasRefresh(); |
|||
} |
|||
} |
|||
} |
|||
} |
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