GitHub
7 年前
当前提交
f82aef0c
共有 31 个文件被更改,包括 499 次插入 和 179 次删除
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5com.unity.render-pipelines.core/CoreRP/Editor/ShaderGenerator/ShaderTypeGeneration.cs
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2com.unity.render-pipelines.core/CoreRP/ShaderLibrary/Common.hlsl
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5com.unity.render-pipelines.high-definition/CHANGELOG.md
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5com.unity.render-pipelines.high-definition/HDRP/Debug/ColorPickerDebug.cs
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24com.unity.render-pipelines.high-definition/HDRP/Debug/DebugColorPicker.shader
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33com.unity.render-pipelines.high-definition/HDRP/Debug/DebugDisplay.cs
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3com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Decal/DecalProjectorComponentEditor.cs
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21com.unity.render-pipelines.high-definition/HDRP/Editor/Material/Decal/DecalUI.cs
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4com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DBufferManager.cs
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14com.unity.render-pipelines.high-definition/HDRP/Material/Decal/Decal.cs
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31com.unity.render-pipelines.high-definition/HDRP/Material/Decal/Decal.shader
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35com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalData.hlsl
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9com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalProjectorComponent.cs
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73com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalSystem.cs
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9com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalUtilities.hlsl
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10com.unity.render-pipelines.high-definition/HDRP/Material/Decal/ShaderPass/DecalSharePass.hlsl
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42com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs
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5com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDStringConstants.cs
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3com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPass.cs
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3com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPass.cs.hlsl
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30com.unity.render-pipelines.high-definition/HDRP/ShaderPass/ShaderPassDBuffer.hlsl
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160com.unity.render-pipelines.lightweight/CHANGELOG.md
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2com.unity.render-pipelines.lightweight/LWRP/Shaders/Terrain/LightweightStandardTerrain.shader
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6com.unity.render-pipelines.lightweight/LWRP/Shaders/Terrain/LightweightStandardTerrainBase.shader
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82com.unity.shadergraph/Editor/Data/Nodes/Utility/Logic/IsFrontFaceNode.cs
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5com.unity.shadergraph/Editor/Data/Util/PropertyCollector.cs
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5com.unity.shadergraph/Editor/Data/Util/ShaderGenerator.cs
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11CONTRIBUTING
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21com.unity.render-pipelines.high-definition/HDRP/Debug/FalseColorDebug.cs
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11com.unity.render-pipelines.high-definition/HDRP/Debug/FalseColorDebug.cs.meta
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9issue_template.md
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# Changelog |
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All notable changes to this package will be documented in this file. |
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The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) |
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and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). |
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## [Unreleased] |
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## [2.0.1-preview] |
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### Fixed |
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- VR Single Pass Instancing shadows |
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## [2.0.0-preview] |
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### Added |
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- Explicit render target load/store actions were added to improve tile utilization |
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- Camera opaque color can be requested on the pipeline asset. It can be accessed in the shader by defining a _CameraOpaqueTexture. This can be used as an alternative to GrabPass. |
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- Dynamic Batching can be enabled in the pipeline asset |
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- Pipeline now strips unused or invalid variants and passes based on selected pipeline capabilities in the asset. This reduces build and memory consuption on target. |
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- Shader stripping settings were added to pipeline asset |
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### Changed |
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#### Pipeline |
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- Pipeline code is now more modular and extensible. A ForwardRenderer class is initialized by the pipeline with RenderingData and it's responsible for enqueueing and executing passes. In the future pluggable renderers will be supported. |
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- On mobile 1 directional light + up to 4 local lights (point or spot) are computed |
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- On other platforms 1 directional light + up to 8 local lights are computed |
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- Multiple shadow casting lights are supported. Currently only 1 directional + 4 spots light shadows. |
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#### Shading Framework |
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- Directional Lights are always considered a main light in shader. They have a fast shading path with no branching and no indexing. |
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- GetMainLight() is provided in shader to initialize Light struct with main light shading data. |
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- Directional lights have a dedicated shadowmap for performance reasons. Shadow coord always comes from interpolator. |
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- MainLigthRealtimeShadowAttenuation(float4 shadowCoord) is provided to compute main light realtime shadows. |
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- Spot and Point lights are always shaded in the light loop. Branching on uniform and indexing happens when shading them. |
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- GetLight(half index, float3 positionWS) is provided in shader to initialize Light struct for spot and point lights. |
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- Spot light shadows are baked into a single shadow atlas. |
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- Shadow coord for spot lights is always computed on fragment. |
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- Use LocalLightShadowAttenuation(int lightIndex, float3 positionWS) to comppute realtime shadows for spot lights. |
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### Fixed |
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- Issue that was causing VR on Android to render black |
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- Camera viewport issues |
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- UWP build issues |
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- Prevent nested camera rendering in the pipeline |
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### Improvements |
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### Added |
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### Bugfixes |
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- Fixed SRP Shader library issue that was causing all constants to be highp in mobile |
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- Fixed shader error that prevented LWRP to build to UWP |
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- Fixed shader compilation errors in Linux due to case sensitive includes |
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- Fixed Rendering Texture flipping issue |
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- Fixed Standard Particles shader cutout and blending modes |
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- Fixed crash caused by using projectors |
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- Fixed issue that was causing Shadow Strength to not be computed on mobile |
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- Fixed Material Upgrader issue that caused editor to SoftLocks |
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- Fixed GI in Unlit shader |
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- Fixed null reference in the Unlit material shader GUI |
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### Fixed |
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- SRP Shader library issue that was causing all constants to be highp in mobile |
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- shader error that prevented LWRP to build to UWP |
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- shader compilation errors in Linux due to case sensitive includes |
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- Rendering Texture flipping issue |
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- Standard Particles shader cutout and blending modes |
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- crash caused by using projectors |
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- issue that was causing Shadow Strength to not be computed on mobile |
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- Material Upgrader issue that caused editor to SoftLocks |
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- GI in Unlit shader |
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- Null reference in the Unlit material shader GUI |
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### Improvements |
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### Changed |
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### Bugfixes |
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- Fixed shadows on GLES 2.0 |
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- Fixed CPU performance regression in shadow rendering |
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- Fixed alpha clip shadow issues |
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- Fixed unmatched command buffer error message |
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- Fixed null reference exception caused by missing resource in LWRP |
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- Fixed issue that was causing Camera clear flags was being ignored in mobile |
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### Fixed |
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- Shadows on GLES 2.0 |
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- CPU performance regression in shadow rendering |
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- Alpha clip shadow issues |
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- Unmatched command buffer error message |
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- Null reference exception caused by missing resource in LWRP |
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- Issue that was causing Camera clear flags was being ignored in mobile |
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### Improvements |
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### Added |
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- Shadowmap uses 16bit format instead of 32bit. |
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### Changed |
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- Shadowmap uses 16bit format instead of 32bit. |
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### Bugfixes |
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- Fixed Subtractive Mode |
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### Fixed |
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- Subtractive Mode |
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### Improvements |
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- Refactored lightweight standard shaders and shader library to improve ease of use. |
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### Added |
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- HDR RT now uses what format is configured in Tier settings. |
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- Optimized tile LOAD op on mobile. |
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### Changed |
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- HDR RT now uses what format is configured in Tier settings. |
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- Refactored lightweight standard shaders and shader library to improve ease of use. |
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- Optimized tile LOAD op on mobile. |
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### Bugfixes |
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- Fixed realtime shadows on OpenGL |
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- Fixed shader compiler errors in GLES 2.0 |
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- Fixed issue sorting issues when BeforeTransparent custom fx was enabled. |
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- Fixed VR single pass rendering. |
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- Fixed viewport rendering issues when rendering to backbuffer. |
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- Fixed viewport rendering issues when rendering to with MSAA turned off. |
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- Fixed multi-camera rendering. |
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### Fixed |
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- Realtime shadows on OpenGL |
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- Shader compiler errors in GLES 2.0 |
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- Issue sorting issues when BeforeTransparent custom fx was enabled. |
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- VR single pass rendering. |
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- Viewport rendering issues when rendering to backbuffer. |
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- Viewport rendering issues when rendering to with MSAA turned off. |
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- Multi-camera rendering. |
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### Improvements |
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- Shaders ported to the new SRP shader library. |
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- Constant Buffer Refactor to use new Batcher |
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### Added |
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- UI Improvements (Rendering features not supported by LW are hidden) |
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### Changed |
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- Shaders were ported to the new SRP shader library. |
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- Constant Buffer refactor to use new Batcher |
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- UI Improvements (Rendering features not supported by LW are hidden) |
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### Bugfixes |
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### Fixed |
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### Improvements |
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- Realtime shadow filtering was improved. |
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### Added |
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### Bugfixes |
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### Changed |
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- Realtime shadow filtering was improved. |
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### Fixed |
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using UnityEngine; |
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using UnityEditor.Graphing; |
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namespace UnityEditor.ShaderGraph |
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{ |
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[Title("Utility", "Logic", "Is Front Face")] |
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public class IsFrontFaceNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireFaceSign |
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{ |
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public IsFrontFaceNode() |
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{ |
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name = "Is Front Face"; |
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UpdateNodeAfterDeserialization(); |
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} |
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public override string documentationURL |
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{ |
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get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Is-Front-Face-Node"; } |
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} |
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public override bool hasPreview { get { return false; } } |
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public const int OutputSlotId = 0; |
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private const string kOutputSlotName = "Out"; |
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public override void UpdateNodeAfterDeserialization() |
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{ |
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AddSlot(new BooleanMaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, true, ShaderStageCapability.Fragment)); |
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RemoveSlotsNameNotMatching(new[] { OutputSlotId }); |
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} |
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public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode) |
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{ |
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visitor.AddShaderChunk(string.Format("{0} {1} = max(0, IN.{2});", precision, GetVariableNameForSlot(OutputSlotId), ShaderGeneratorNames.FaceSign), true); |
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} |
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public bool RequiresFaceSign(ShaderStageCapability stageCapability = ShaderStageCapability.Fragment) |
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{ |
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return true; |
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} |
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} |
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} |
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using UnityEngine; |
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using UnityEditor.Graphing; |
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namespace UnityEditor.ShaderGraph |
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{ |
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[Title("Utility", "Logic", "Is Front Face")] |
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public class IsFrontFaceNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireFaceSign |
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{ |
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public IsFrontFaceNode() |
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{ |
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name = "Is Front Face"; |
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UpdateNodeAfterDeserialization(); |
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} |
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public override string documentationURL |
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{ |
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get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Is-Front-Face-Node"; } |
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} |
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public override bool hasPreview { get { return false; } } |
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public const int OutputSlotId = 0; |
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private const string kOutputSlotName = "Out"; |
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public override void UpdateNodeAfterDeserialization() |
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{ |
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AddSlot(new BooleanMaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, true, ShaderStageCapability.Fragment)); |
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RemoveSlotsNameNotMatching(new[] { OutputSlotId }); |
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} |
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public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode) |
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{ |
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visitor.AddShaderChunk(string.Format("{0} {1} = max(0, IN.{2});", precision, GetVariableNameForSlot(OutputSlotId), ShaderGeneratorNames.FaceSign), true); |
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} |
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public bool RequiresFaceSign(ShaderStageCapability stageCapability = ShaderStageCapability.Fragment) |
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{ |
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return true; |
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} |
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} |
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} |
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# PR review process |
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- Any PR must have an entry in the corresponding changelog in a separate commit (CHANGELOG.MD file) |
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- Changelog follow these guidelines: https://github.com/Unity-Technologies/PostProcessing/blob/v2/CHANGELOG.md |
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- Each release branch (2018.1, 2018.2...) have a unique Changelog file |
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- when backporting, don't backport the changelog commit but update the branch changelog manually |
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- (optional) add reviewver from doc team |
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- Any more complex description of a change with future need to go in a release note file |
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using System.Collections.Generic; |
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using UnityEngine; |
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using System; |
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namespace UnityEngine.Experimental.Rendering.HDPipeline |
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{ |
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[Serializable] |
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public class FalseColorDebugSettings |
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{ |
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public bool falseColor = false; |
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public float colorThreshold0 = 0.0f; |
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public float colorThreshold1 = 2.0f; |
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public float colorThreshold2 = 10.0f; |
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public float colorThreshold3 = 20.0f; |
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public void OnValidate() |
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{ |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 8fc313e69425fb44c8fa18af3761ec24 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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##### What happened? |
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##### Which package (Shader graph, LW, HDRP, Core...)? |
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##### Unity template or github source code? |
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##### Which package version or branch (1.1.8-preview, 2.0.0-preview, 2018.1, 2018.1-experiment, 2108.2...)? |
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##### Unity version, operating system, target platform (standalone windows, mac, iOS, PS4...)? |
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