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Merge pull request #1277 from Unity-Technologies/switch_support

Switch support
/main
GitHub 7 年前
当前提交
f8e74a10
共有 56 个文件被更改,包括 209 次插入68 次删除
  1. 2
      ScriptableRenderPipeline/Core/CoreRP/CoreResources/EncodeBC6H.compute
  2. 2
      ScriptableRenderPipeline/Core/CoreRP/CoreResources/GPUCopy.compute
  3. 2
      ScriptableRenderPipeline/Core/CoreRP/CoreResources/TexturePadding.compute
  4. 2
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
  5. 2
      ScriptableRenderPipeline/Core/CoreRP/Shadow/DebugDisplayShadowMap.shader
  6. 2
      ScriptableRenderPipeline/Core/CoreRP/Shadow/ShadowBlurMoments.compute
  7. 2
      ScriptableRenderPipeline/Core/CoreRP/Shadow/ShadowClear.shader
  8. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
  9. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugColorPicker.shader
  10. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader
  11. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader
  12. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader
  13. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader
  14. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DrawDiffusionProfile.shader
  15. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DrawTransmittanceGraph.shader
  16. 5
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  17. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader
  18. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/DeferredDirectionalShadow.compute
  19. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Deferred.compute
  20. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs
  21. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/builddispatchindirect.compute
  22. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/cleardispatchindirect.compute
  23. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-bigtile.compute
  24. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-clustered.compute
  25. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild.compute
  26. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/materialflags.compute
  27. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/scrbound.compute
  28. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.compute
  29. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.shader
  30. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/BuildProbabilityTables.compute
  31. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/ComputeGgxIblSampleData.compute
  32. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/GGXConvolve.shader
  33. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader
  34. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader
  35. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
  36. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader
  37. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader
  38. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/PreIntegratedFGD/PreIntegratedFGD.shader
  39. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/CombineLighting.shader
  40. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.compute
  41. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.shader
  42. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.shader
  43. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs
  44. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/ApplyDistorsion.compute
  45. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/Blit.shader
  46. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/ColorPyramid.compute
  47. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CopyDepthBuffer.shader
  48. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CopyStencilBuffer.shader
  49. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/DepthPyramid.compute
  50. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/HDRISky/HDRISky.shader
  51. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/OpaqueAtmosphericScattering.shader
  52. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/ProceduralSky.shader
  53. 10
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
  54. 121
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Switch.hlsl
  55. 9
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Switch.hlsl.meta
  56. 8
      Tests/UTF_Core.meta

2
ScriptableRenderPipeline/Core/CoreRP/CoreResources/EncodeBC6H.compute


#include "CoreRP/ShaderLibrary/BC6H.hlsl"
#include "CoreRP/ShaderLibrary/Sampling/Sampling.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
TextureCube<float4> _Source;
RWTexture2DArray<uint4> _Target;

2
ScriptableRenderPipeline/Core/CoreRP/CoreResources/GPUCopy.compute


// Autogenerated file. Do not edit by hand
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#include "../ShaderLibrary/Common.hlsl"
CBUFFER_START (UnityCBuffer)

2
ScriptableRenderPipeline/Core/CoreRP/CoreResources/TexturePadding.compute


#pragma kernel KMainTop KERNEL_NAME=KMainTop DIRECTION=DIRECTION_TOP
#pragma kernel KMainRight KERNEL_NAME=KMainRight DIRECTION=DIRECTION_RIGHT
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
// ------------------------------------------------
// Texture buffers

2
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl


#include "API/Metal.hlsl"
#elif defined(SHADER_API_VULKAN)
#include "API/Vulkan.hlsl"
#elif defined(SHADER_API_SWITCH)
#include "API/Switch.hlsl"
#elif defined(SHADER_API_GLCORE)
#include "API/GLCore.hlsl"
#elif defined(SHADER_API_GLES3)

2
ScriptableRenderPipeline/Core/CoreRP/Shadow/DebugDisplayShadowMap.shader


{
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#include "CoreRP/ShaderLibrary/Common.hlsl"

2
ScriptableRenderPipeline/Core/CoreRP/Shadow/ShadowBlurMoments.compute


#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Shadow/ShadowMoments.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#if MAX_MSAA > 1
Texture2DMS<float> depthTex;

2
ScriptableRenderPipeline/Core/CoreRP/Shadow/ShadowClear.shader


{
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#include "CoreRP/ShaderLibrary/Common.hlsl"
ENDHLSL

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs


m_ActualHeight = camera.pixelHeight;
var screenWidth = m_ActualWidth;
var screenHeight = m_ActualHeight;
#if !UNITY_SWITCH
if (frameSettings.enableStereo)
{
screenWidth = XRSettings.eyeTextureWidth;

ConfigureStereoMatrices();
}
#endif
// Unfortunately sometime (like in the HDCameraEditor) HDUtils.hdrpSettings can be null because of scripts that change the current pipeline...
m_msaaSamples = HDUtils.hdrpSettings != null ? HDUtils.hdrpSettings.msaaSampleCount : MSAASamples.None;

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugColorPicker.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DrawDiffusionProfile.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/DiffusionProfile/DrawTransmittanceGraph.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag

5
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


return false;
}
#if !UNITY_SWITCH
// VR is not supported currently in HD
if (XRSettings.isDeviceActive)
{

}
#endif
return true;
}

SystemInfo.graphicsDeviceType == GraphicsDeviceType.PlayStation4 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOne ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.XboxOneD3D12 ||
SystemInfo.graphicsDeviceType == GraphicsDeviceType.Vulkan)
SystemInfo.graphicsDeviceType == GraphicsDeviceType.Vulkan ||
SystemInfo.graphicsDeviceType == (GraphicsDeviceType)22 /*GraphicsDeviceType.Switch*/)
{
return true;
}

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/DeferredDirectionalShadow.compute


// Each #kernel tells which function to compile; you can have many kernels
// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel DeferredDirectionalShadow DEFERRED_DIRECTIONAL=DeferredDirectionalShadow
#pragma kernel DeferredDirectionalShadow_Contact DEFERRED_DIRECTIONAL=DeferredDirectionalShadow_Contact ENABLE_CONTACT_SHADOWS
#pragma kernel DeferredDirectionalShadow_Normals DEFERRED_DIRECTIONAL=DeferredDirectionalShadow_Normals ENABLE_NORMALS

#include "../ShaderVariables.hlsl"
#include "Lighting.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//#pragma enable_d3d11_debug_symbols

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Deferred.compute


#include "../../Debug/DebugDisplay.hlsl"
#include "../../Lighting/Lighting.hlsl" // This include Material.hlsl
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//-------------------------------------------------------------------------------------
// variable declaration

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs


using System;
using System;
using System.Collections.Generic;
using UnityEngine.Experimental.Rendering.HDPipeline.Internal;
using UnityEngine.Rendering;

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/builddispatchindirect.compute


#pragma kernel BuildDispatchIndirect
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "LightLoop.cs.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/cleardispatchindirect.compute


#pragma kernel ClearDispatchIndirect
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
RWBuffer<uint> g_DispatchIndirectBuffer : register( u0 ); // Indirect arguments have to be in a _buffer_, not a structured buffer

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-bigtile.compute


#include "SortingComputeUtils.hlsl"
#include "LightCullUtils.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#define EXACT_EDGE_TESTS
#define PERFORM_SPHERICAL_INTERSECTION_TESTS

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild-clustered.compute


#include "SortingComputeUtils.hlsl"
#endif
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//#define EXACT_EDGE_TESTS
#define PERFORM_SPHERICAL_INTERSECTION_TESTS

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/lightlistbuild.compute


#include "SortingComputeUtils.hlsl"
#endif
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#define FINE_PRUNING_ENABLED
#define PERFORM_SPHERICAL_INTERSECTION_TESTS

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/materialflags.compute


#pragma kernel MaterialFlagsGen_Write MATERIALFLAGSGEN=MaterialFlagsGen_Write
#pragma kernel MaterialFlagsGen_Write MATERIALFLAGSGEN=MaterialFlagsGen_Write
#pragma kernel MaterialFlagsGen_Or MATERIALFLAGSGEN=MaterialFlagsGen_Or USE_OR
// #pragma enable_d3d11_debug_symbols

#include "../../Material/Material.hlsl" // This includes Material.hlsl
#include "../../Lighting/LightDefinition.cs.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#define USE_MATERIAL_FEATURE_FLAGS
#define NR_THREADS 64

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/scrbound.compute


#include "LightLoop.cs.hlsl"
#include "LightCullUtils.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
uniform int g_isOrthographic;
uniform int g_iNrVisibLights;

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.compute


#include "../Lighting.hlsl" // Includes Material.hlsl
#include "../LightEvaluation.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//--------------------------------------------------------------------------------------------------
// Inputs & outputs

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Decal/Decal.shader


HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//#pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/BuildProbabilityTables.compute


#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl"
#include "../../ShaderVariables.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
/* --- Input --- */

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/ComputeGgxIblSampleData.compute


#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#ifdef SHADER_API_MOBILE
#define MAX_IBL_SAMPLE_CNT 34

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GGXConvolution/GGXConvolve.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma multi_compile _ USE_MIS

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLit.shader


HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _DEPTHOFFSET_ON

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitTessellation.shader


HLSLINCLUDE
#pragma target 5.0
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _DEPTHOFFSET_ON

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl


// SurfaceData is define in Lit.cs which generate Lit.cs.hlsl
// SurfaceData is define in Lit.cs which generate Lit.cs.hlsl
#include "Lit.cs.hlsl"
#include "../SubsurfaceScattering/SubsurfaceScattering.hlsl"
#include "CoreRP/ShaderLibrary/VolumeRendering.hlsl"

float3 rayOriginWS = preLightData.transparentPositionWS;
float3 rayDirWS = preLightData.transparentRefractV;
#if DEBUG_DISPLAY
#ifdef DEBUG_DISPLAY
int debugMode = DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFRACTION;
bool debug = _DebugLightingMode == debugMode
&& !any(int2(_MouseClickPixelCoord.xy) - int2(posInput.positionSS));

// Common initialization
ssRayInput.rayOriginWS = rayOriginWS;
ssRayInput.rayDirWS = rayDirWS;
#if DEBUG_DISPLAY
#ifdef DEBUG_DISPLAY
ssRayInput.debug = debug;
#endif
// Algorithm specific initialization

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.shader


Shader "HDRenderPipeline/Lit"
Shader "HDRenderPipeline/Lit"
{
Properties
{

HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//-------------------------------------------------------------------------------------
// Variant

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitTessellation.shader


HLSLINCLUDE
#pragma target 5.0
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//-------------------------------------------------------------------------------------
// Variant

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/PreIntegratedFGD/PreIntegratedFGD.shader


#pragma vertex Vert
#pragma fragment Frag
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/CombineLighting.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
// #pragma enable_d3d11_debug_symbols
#pragma vertex Vert

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.compute


// =============== Convolves transmitted radiance with the Disney diffusion profile ================
// =============== Convolves transmitted radiance with the Disney diffusion profile ================
//--------------------------------------------------------------------------------------------------
// Definitions

#include "../../Lighting/LightDefinition.cs.hlsl"
#include "SubsurfaceScattering.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//--------------------------------------------------------------------------------------------------
// Inputs & outputs

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScattering.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
// #pragma enable_d3d11_debug_symbols
#pragma vertex Vert

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.shader


HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//-------------------------------------------------------------------------------------
// Variant

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs


using System;
using System;
using System.Collections.Generic;
using UnityEngine.XR;

// Planar and real time cubemap doesn't need post process and render in FP16
aggregate.enablePostprocess = camera.cameraType != CameraType.Reflection && srcFrameSettings.enablePostprocess;
#if UNITY_SWITCH
aggregate.enableStereo = false;
#else
#endif
aggregate.enableAsyncCompute = srcFrameSettings.enableAsyncCompute && SystemInfo.supportsAsyncCompute;

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/ApplyDistorsion.compute


#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
TEXTURE2D(_DistortionTexture);
TEXTURE2D(_ColorPyramidTexture);

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/Blit.shader


Shader "Hidden/HDRenderPipeline/Blit"
Shader "Hidden/HDRenderPipeline/Blit"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../ShaderVariables.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/ColorPyramid.compute


#include "CoreRP/ShaderLibrary/Common.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
Texture2D<float4> _Source;
RWTexture2D<float4> _Result;

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CopyDepthBuffer.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma fragment Frag
#pragma vertex Vert
// #pragma enable_d3d11_debug_symbols

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CopyStencilBuffer.shader


HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
// #pragma enable_d3d11_debug_symbols
#include "CoreRP/ShaderLibrary/Common.hlsl"

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/DepthPyramid.compute


#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Common.hlsl"
// ------------------------------------------------
// Algorithm

#pragma kernel KDepthDownSample8 KERNEL_SIZE=8 KERNEL_NAME=KDepthDownSample8
#pragma kernel KDepthDownSample1 KERNEL_SIZE=1 KERNEL_NAME=KDepthDownSample1
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
// ------------------------------------------------
// Texture buffers

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/HDRISky/HDRISky.shader


#pragma fragment Frag
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Color.hlsl"

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/OpaqueAtmosphericScattering.shader


HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/ProceduralSky.shader


#pragma fragment Frag
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma multi_compile _ _ENABLE_SUN_DISK

10
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs


}
else
cmd.DisableShaderKeyword(kMSAADepthKeyword);
CopyTexture(cmd, m_DepthRT, m_CopyDepth, m_CopyDepthMaterial, forceBlit);
depthRT = m_CopyDepth;
setRenderTarget = true;

private void SetupFrameRenderingConfiguration(out FrameRenderingConfiguration configuration, bool screenspaceShadows, bool stereoEnabled, bool sceneViewCamera)
{
configuration = (stereoEnabled) ? FrameRenderingConfiguration.Stereo : FrameRenderingConfiguration.None;
#if !UNITY_SWITCH
#endif
m_IntermediateTextureArray = false;
bool hdrEnabled = m_Asset.SupportsHDR && m_CurrCamera.allowHDR;

private RenderTextureDescriptor CreateRTDesc(FrameRenderingConfiguration renderingConfig, float scaler = 1.0f)
{
RenderTextureDescriptor desc;
#if !UNITY_SWITCH
#endif
desc = new RenderTextureDescriptor(m_CurrCamera.pixelWidth, m_CurrCamera.pixelHeight);
float renderScale = GetRenderScale();

private bool IsStereoEnabled(Camera camera)
{
#if !UNITY_SWITCH
#else
return false;
#endif
}
private float GetRenderScale()

121
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Switch.hlsl


// This file assume SHADER_API_SWITCH is defined
// TODO: This is a straight copy from D3D11.hlsl. Go through all this stuff and adjust where needed.
#define UNITY_UV_STARTS_AT_TOP 1
#define UNITY_REVERSED_Z 1
#define UNITY_NEAR_CLIP_VALUE (1.0)
// This value will not go through any matrix projection conversion
#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
#define VERTEXID_SEMANTIC SV_VertexID
#define FRONT_FACE_SEMANTIC SV_IsFrontFace
#define FRONT_FACE_TYPE bool
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK))
#define CBUFFER_START(name) cbuffer name {
#define CBUFFER_END };
// flow control attributes
#define UNITY_BRANCH [branch]
#define UNITY_FLATTEN [flatten]
#define UNITY_UNROLL [unroll]
#define UNITY_UNROLLX(_x) [unroll(_x)]
#define UNITY_LOOP [loop]
// Initialize arbitrary structure with zero values.
// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0
#define ZERO_INITIALIZE(type, name) name = (type)0;
#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } }
// Texture util abstraction
#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2)
// Texture abstraction
#define TEXTURE2D(textureName) Texture2D textureName
#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName
#define TEXTURECUBE(textureName) TextureCube textureName
#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName
#define TEXTURE3D(textureName) Texture3D textureName
#define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName)
#define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName)
#define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName)
#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName)
#define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName
#define RW_TEXTURE3D(type, textureName) RWTexture3D<type> textureName
#define SAMPLER(samplerName) SamplerState samplerName
#define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName
#define TEXTURE2D_ARGS(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName)
#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName)
#define TEXTURECUBE_ARGS(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName)
#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName)
#define TEXTURE3D_ARGS(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName)
#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName)
#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName)
#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName)
#define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName)
#define TEXTURE2D_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURECUBE_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURE3D_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z)
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z)
#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord3).xyz, (coord3).w)
#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w)
#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
float4 switch_load_texture2d(Texture2D texName, uint2 unCoord2) {
uint _tw; uint _th;
texName.GetDimensions(_tw, _th);
unCoord2 = clamp(unCoord2, uint2(0, 0), uint2(_tw-1, _th-1));
return texName.Load(int3(unCoord2, 0));
}
//(kc)#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
#define LOAD_TEXTURE2D(textureName, unCoord2) switch_load_texture2d(textureName, unCoord2)
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
#define PLATFORM_SUPPORT_GATHER
#define GATHER_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.Gather(samplerName, coord2, offset)
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index), offset)
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3)
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index))
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherRed(samplerName, coord2, offset)
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherGreen(samplerName, coord2, offset)
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherBlue(samplerName, coord2, offset)

9
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/API/Switch.hlsl.meta


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8
Tests/UTF_Core.meta


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