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Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
/main
Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring
/main
Julien Ignace
7 年前
当前提交
f956cebd
共有 106 个文件被更改,包括 13361 次插入 和 715 次删除
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866ImageTemplates/HDRenderPipeline/Scenes/3xxx_DebugView/3001_DebugView.unity.png
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12ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/CommonLighting.hlsl
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6ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
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2ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs
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44ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/Resources/VolumetricLighting.compute
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12ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VBuffer.hlsl
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48ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.cs
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1ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderVariables.hlsl
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80Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3001_DebugView.unity
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126Tests/Scripts/Editor/GraphicTests/Framework/TestResultWindow.cs
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1001ImageTemplates/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward.unity.png
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83ImageTemplates/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward.unity.png.meta
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146ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/SphericalHarmonics.cs
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11ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/SphericalHarmonics.cs.meta
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color.meta
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie.meta
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684Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie.unity
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7Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie.unity.meta
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3001_DebugView.meta
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward.meta
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1001Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward.unity
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7Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward.unity.meta
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216Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/LIT_BLUE.MAT
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216Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/LIT_CYAN.MAT
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216Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/LIT_RED.MAT
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216Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_Black.mat
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_Black.mat.meta
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_Blue.mat.meta
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_Cyan.mat.meta
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216Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_DarkGrey.mat
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_DarkGrey.mat.meta
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216Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_Green.mat
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_Green.mat.meta
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216Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_LightGrey.mat
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_LightGrey.mat.meta
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216Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_MidGrey.mat
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_MidGrey.mat.meta
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216Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_Purple.mat
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_Purple.mat.meta
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_Red.mat.meta
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216Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_White.mat
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_White.mat.meta
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216Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_Yellow.mat
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Materials/Lit_Color/Lit_Yellow.mat.meta
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48Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_CRT.asset
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_CRT.asset.meta
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48Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_CRT2.asset
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_CRT2.asset.meta
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214Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Mat.mat
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Mat.mat.meta
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228Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Mat2.mat
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Mat2.mat.meta
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55Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Shader.shader
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9Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Shader.shader.meta
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168Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Shader2.shader
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9Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/AnimatedCookie_Shader2.shader.meta
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1001Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/LoopVideo.mp4
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30Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/LoopVideo.mp4.meta
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/Materials.meta
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76Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/Materials/New Render Texture.mat
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/Materials/New Render Texture.mat.meta
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217Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/NYAN.MAT
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/NYAN.MAT.meta
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179Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/Nyan_Flipbook.png
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94Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/2xxx_Lighting/2004_AnimatedCookie/Nyan_Flipbook.png.meta
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7Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3001_DebugView/LightingData.asset
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3001_DebugView/LightingData.asset.meta
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1Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3001_DebugView/ReflectionProbe-0.exr
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84Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3001_DebugView/ReflectionProbe-0.exr.meta
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217Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/Deferred_Mat.mat
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/Deferred_Mat.mat.meta
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/Deferred_RT.renderTexture.meta
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217Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/Forward_Mat.mat
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/Forward_Mat.mat.meta
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/Forward_RT.renderTexture.meta
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10Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/Deferred_Asset.asset.meta
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46Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/DoubleCameraRender.cs
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11Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/DoubleCameraRender.cs.meta
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81Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/Forward_Asset.asset
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10Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/Forward_Asset.asset.meta
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218Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/GlassLike.mat
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/GlassLike.mat.meta
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/ComplexMaterial_Flipped.meta
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233Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/ComplexMaterial_Flipped/ComplexMaterial_Flipped.mat
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/ComplexMaterial_Flipped/ComplexMaterial_Flipped.mat.meta
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8Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/ComplexMaterial_Flipped/Textures.meta
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1001Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/ComplexMaterial_Flipped/Textures/ComplexMat_BC_A.tga
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83Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/ComplexMaterial_Flipped/Textures/ComplexMat_BC_A.tga.meta
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1001Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/ComplexMaterial_Flipped/Textures/ComplexMat_BentNormal.png
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116Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/ComplexMaterial_Flipped/Textures/ComplexMat_BentNormal.png.meta
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508Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/ComplexMaterial_Flipped/Textures/ComplexMat_H.tga
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94Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/ComplexMaterial_Flipped/Textures/ComplexMat_H.tga.meta
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1001Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/ComplexMaterial_Flipped/Textures/ComplexMat_M_AO_D_S.tga
1001
ImageTemplates/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward.unity.png
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using System; |
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using UnityEngine; |
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using UnityEngine.Rendering; |
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public struct ZonalHarmonicsL2 |
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{ |
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public float[] coeffs; // Must have the size of 3
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public static ZonalHarmonicsL2 GetHenyeyGreensteinPhaseFunction(float asymmetry) |
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{ |
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float g = asymmetry; |
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var zh = new ZonalHarmonicsL2(); |
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zh.coeffs = new float[3]; |
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zh.coeffs[0] = 0.5f * Mathf.Sqrt(1.0f / Mathf.PI); |
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zh.coeffs[1] = 0.5f * Mathf.Sqrt(3.0f / Mathf.PI) * g; |
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zh.coeffs[2] = 0.5f * Mathf.Sqrt(5.0f / Mathf.PI) * g * g; |
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return zh; |
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} |
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public static ZonalHarmonicsL2 GetCornetteShanksPhaseFunction(float asymmetry) |
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{ |
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float g = asymmetry; |
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var zh = new ZonalHarmonicsL2(); |
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zh.coeffs = new float[3]; |
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zh.coeffs[0] = 0.282095f; |
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zh.coeffs[1] = 0.293162f * g * (4.0f + (g * g)) / (2.0f + (g * g)); |
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zh.coeffs[2] = (0.126157f + 1.44179f * (g * g) + 0.324403f * (g * g) * (g * g)) / (2.0f + (g * g)); |
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return zh; |
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} |
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} |
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public class SphericalHarmonicMath |
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{ |
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// Ref: "Stupid Spherical Harmonics Tricks", p. 6.
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public static SphericalHarmonicsL2 Convolve(SphericalHarmonicsL2 sh, ZonalHarmonicsL2 zh) |
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{ |
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for (int l = 0; l <= 2; l++) |
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{ |
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float n = Mathf.Sqrt((4.0f * Mathf.PI) / (2 * l + 1)); |
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float k = zh.coeffs[l]; |
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float p = n * k; |
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for (int m = -l; m <= l; m++) |
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{ |
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int i = l * (l + 1) + m; |
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for (int c = 0; c < 3; c++) |
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{ |
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sh[c, i] *= p; |
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} |
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} |
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} |
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return sh; |
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} |
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// Undoes coefficient rescaling due to the convolution with the clamped cosine kernel
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// to obtain the canonical values of SH.
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public static SphericalHarmonicsL2 UndoCosineRescaling(SphericalHarmonicsL2 sh) |
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{ |
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const float c0 = 0.28209479177387814347f; // 1/2 * sqrt(1/Pi)
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const float c1 = 0.32573500793527994772f; // 1/3 * sqrt(3/Pi)
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const float c2 = 0.27313710764801976764f; // 1/8 * sqrt(15/Pi)
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const float c3 = 0.07884789131313000151f; // 1/16 * sqrt(5/Pi)
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const float c4 = 0.13656855382400988382f; // 1/16 * sqrt(15/Pi)
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// Compute the inverse of SphericalHarmonicsL2::kNormalizationConstants.
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// See SetSHEMapConstants() in "Stupid Spherical Harmonics Tricks".
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float[] invNormConsts = { 1/c0, -1/c1, 1/c1, -1/c1, 1/c2, -1/c2, 1/c3, -1/c2, 1/c4 }; |
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for (int c = 0; c < 3; c++) |
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{ |
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for (int i = 0; i < 9; i++) |
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{ |
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sh[c, i] *= invNormConsts[i]; |
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} |
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} |
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return sh; |
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} |
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// Premultiplies the SH with the polynomial coefficients of SH basis functions,
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// which avoids using any constants during SH evaluation.
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// The resulting evaluation takes the form:
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// (c_0 - c_6) + c_1 y + c_2 z + c_3 x + c_4 x y + c_5 y z + c_6 (3 z^2) + c_7 x z + c_8 (x^2 - y^2)
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public static SphericalHarmonicsL2 PremultiplyCoefficients(SphericalHarmonicsL2 sh) |
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{ |
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const float k0 = 0.28209479177387814347f; // {0, 0} : 1/2 * sqrt(1/Pi)
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const float k1 = 0.48860251190291992159f; // {1, 0} : 1/2 * sqrt(3/Pi)
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const float k2 = 1.09254843059207907054f; // {2,-2} : 1/2 * sqrt(15/Pi)
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const float k3 = 0.31539156525252000603f; // {2, 0} : 1/4 * sqrt(5/Pi)
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const float k4 = 0.54627421529603953527f; // {2, 2} : 1/4 * sqrt(15/Pi)
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float[] ks = { k0, -k1, k1, -k1, k2, -k2, k3, -k2, k4 }; |
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for (int c = 0; c < 3; c++) |
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{ |
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for (int i = 0; i < 9; i++) |
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{ |
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sh[c, i] *= ks[i]; |
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} |
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} |
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return sh; |
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} |
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// Packs coefficients so that we can use Peter-Pike Sloan's shader code.
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// Does not perform premultiplication with coefficients of SH basis functions.
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// See SetSHEMapConstants() in "Stupid Spherical Harmonics Tricks".
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public static Vector4[] PackCoefficients(SphericalHarmonicsL2 sh) |
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{ |
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Vector4[] coeffs = new Vector4[7]; |
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|
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// Constant + linear
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for (int c = 0; c < 3; c++) |
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{ |
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coeffs[c].x = sh[c, 3]; |
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coeffs[c].y = sh[c, 1]; |
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coeffs[c].z = sh[c, 2]; |
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coeffs[c].w = sh[c, 0] - sh[c, 6]; |
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} |
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// Quadratic (4/5)
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for (int c = 0; c < 3; c++) |
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{ |
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coeffs[3 + c].x = sh[c, 4]; |
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coeffs[3 + c].y = sh[c, 5]; |
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coeffs[3 + c].z = sh[c, 6] * 3.0f; |
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coeffs[3 + c].w = sh[c, 7]; |
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} |
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|
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// Quadratic (5)
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coeffs[6].x = sh[0, 8]; |
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coeffs[6].y = sh[1, 8]; |
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coeffs[6].z = sh[2, 8]; |
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coeffs[6].w = 1.0f; |
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return coeffs; |
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} |
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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward.unity
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
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Shader "HDRenderPipeline/GraphicTests/2004_AnimatedCookie_AnimMat" |
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{ |
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Properties |
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{ |
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_Color("Color", Color) = (1,1,1,1) |
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_Tex("InputTex", 2D) = "white" {} |
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} |
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|
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SubShader |
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{ |
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Lighting Off |
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Blend One Zero |
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|
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Pass |
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{ |
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CGPROGRAM |
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#include "UnityCustomRenderTexture.cginc" |
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#pragma vertex CustomRenderTextureVertexShader |
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#pragma fragment frag |
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#pragma target 3.0 |
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|
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float4 _Color; |
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sampler2D _Tex; |
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|
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float4 frag(v2f_customrendertexture IN) : COLOR |
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{ |
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float f = _Time.y % 3; |
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|
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float4 c = float4(0, 0, 0, 1); |
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|
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c.r = saturate(1 - ( (f > 2) ? 3 - f : f )); |
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c.g = saturate(1- abs(1-f) ); |
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c.b = saturate(1-abs(2-f)); |
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|
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float2 uv = IN.localTexcoord.xy; |
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|
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uv = uv - 0.5; |
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|
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float sinY = abs(sin(_Time.y * 2)); |
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|
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uv.x += frac(_Time.y) - 0.5; |
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uv.y -= sinY * 0.8 - 0.4; |
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|
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if (length((frac(uv + 0.5) - 0.5)) < 0.1) |
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{ |
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c.rgb = (frac(_Time.y/ UNITY_PI) > 0.5)?1:0; |
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} |
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|
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//return _Color * tex2D(_Tex, IN.localTexcoord.xy); |
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return c; |
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} |
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ENDCG |
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Shader "HDRenderPipeline/GraphicTests/2004_AnimatedCookie_AnimMat2" |
|||
{ |
|||
Properties |
|||
{ |
|||
_Nyan("Nyan",2D) = "white"{} |
|||
_Speed("Speed", float) = 5.0 |
|||
|
|||
_rainbowValues("Rainbow: speed, frequency, amplitude, scale", vector) = (10, 5, 0.05, 0.8) |
|||
|
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_StarSize ("Star Size", float) = 0.2 |
|||
} |
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|
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SubShader |
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{ |
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Lighting Off |
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Blend One Zero |
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|
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Pass |
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{ |
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CGPROGRAM |
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#include "UnityCustomRenderTexture.cginc" |
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#pragma vertex CustomRenderTextureVertexShader |
|||
#pragma fragment frag |
|||
#pragma target 3.0 |
|||
|
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#define STAR_ROW 7 |
|||
#define STAR_COL 7 |
|||
#define STAR_FRAME 4 |
|||
#define STAR_ARRSIZE STAR_FRAME*STAR_COL*STAR_ROW |
|||
|
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float4 _Color; |
|||
sampler2D _Nyan; |
|||
float4 _Nyan_ST; |
|||
float _Speed; |
|||
|
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float4 _rainbowValues; |
|||
|
|||
float _StarSize; |
|||
|
|||
static const int _StarsAnim[STAR_ARRSIZE] = { |
|||
0, 0, 0, 0, 0, 0, 0, |
|||
0, 0, 0, 0, 0, 0, 0, |
|||
0, 0, 0, 0, 0, 0, 0, |
|||
0, 0, 0, 1, 0, 0, 0, |
|||
0, 0, 0, 0, 0, 0, 0, |
|||
0, 0, 0, 0, 0, 0, 0, |
|||
0, 0, 0, 0, 0, 0, 0, |
|||
|
|||
0, 0, 0, 0, 0, 0, 0, |
|||
0, 0, 0, 0, 0, 0, 0, |
|||
0, 0, 0, 1, 0, 0, 0, |
|||
0, 0, 1, 0, 1, 0, 0, |
|||
0, 0, 0, 1, 0, 0, 0, |
|||
0, 0, 0, 0, 0, 0, 0, |
|||
0, 0, 0, 0, 0, 0, 0, |
|||
|
|||
0, 0, 0, 1, 0, 0, 0, |
|||
0, 0, 0, 1, 0, 0, 0, |
|||
0, 0, 0, 0, 0, 0, 0, |
|||
1, 1, 0, 1, 0, 1, 1, |
|||
0, 0, 0, 0, 0, 0, 0, |
|||
0, 0, 0, 1, 0, 0, 0, |
|||
0, 0, 0, 1, 0, 0, 0, |
|||
|
|||
0, 0, 0, 1, 0, 0, 0, |
|||
0, 1, 0, 0, 0, 1, 0, |
|||
0, 0, 0, 0, 0, 0, 0, |
|||
1, 0, 0, 0, 0, 0, 1, |
|||
0, 0, 0, 0, 0, 0, 0, |
|||
0, 1, 0, 0, 0, 1, 0, |
|||
0, 0, 0, 1, 0, 0, 0 |
|||
}; |
|||
|
|||
// single nyan pixel size : 36, 21 |
|||
#define _NyanSize float2(36, 21) |
|||
|
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void DrawNyan(float2 uv, inout float3 c) |
|||
{ |
|||
uv.y *= 36.0 / 21.0; |
|||
|
|||
if (uv.x > 1 || uv.x < 0 || uv.y < 0 || uv.y > 1) return; |
|||
|
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uv.x /= 6.0; |
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|
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uv.x += floor(-(-_Time.y * _Speed ) % 6) / 6.0; |
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|
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float4 nyan = tex2D(_Nyan, uv); |
|||
|
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if (nyan.a > 0) c.rgb = nyan.rgb; |
|||
} |
|||
|
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void DrawRainbow(float2 uv, inout float3 c) |
|||
{ |
|||
uv.y *= 36.0 / 21.0; |
|||
|
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uv.y += sin(_Time.y * _rainbowValues.x + uv.x * _rainbowValues.y) * _rainbowValues.z; |
|||
|
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uv.y = uv.y / _rainbowValues.w - ( 1 - _rainbowValues.w ); |
|||
|
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if (uv.x > 0.3 || uv.y < 0 || uv.y > 1) return; |
|||
|
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uv.y *= 6; |
|||
uv.y = floor(uv.y); |
|||
|
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switch (uv.y) |
|||
{ |
|||
case 0: c.rgb = float3(0.5, 0, 1); break; |
|||
case 1: c.rgb = float3(0, 0, 1); break; |
|||
case 2: c.rgb = float3(0, 1, 0); break; |
|||
case 3: c.rgb = float3(1, 1, 0); break; |
|||
case 4: c.rgb = float3(1, 0.5, 0); break; |
|||
case 5: c.rgb = float3(1, 0, 0); break; |
|||
} |
|||
} |
|||
|
|||
void DrawStar(float2 uv, float t, inout float3 c) |
|||
{ |
|||
if (uv.x < 0 || uv.x>1 || uv.y < 0 || uv.y>1) return; |
|||
|
|||
uv *= 7; |
|||
uv = floor(uv); |
|||
|
|||
float frame = floor(t % 4); |
|||
|
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if (_StarsAnim[frame*STAR_COL*STAR_ROW + uv.y*STAR_ROW +uv.x]) c = 1; |
|||
} |
|||
|
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float4 frag(v2f_customrendertexture IN) : COLOR |
|||
{ |
|||
float4 c = float4(12.0/255.0, 65.0/255.0, 121.0/255.0, 1); // background color |
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|
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float2 uv = IN.localTexcoord.xy; |
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float2 nyanUV = (uv - _Nyan_ST.zw / _NyanSize) / _Nyan_ST.x; |
|||
|
|||
|
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float2 starUV = uv; |
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for (int l = 0; l < 2; ++l) |
|||
{ |
|||
for (int s = 0; s < 7; ++s) |
|||
{ |
|||
starUV = uv; |
|||
|
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starUV /= _StarSize; |
|||
|
|||
starUV.x += ((s*91548.92548*(l+1)) % 7.0); |
|||
|
|||
starUV.y -= ((s*36598.214563*(l+1)) % 7.0); |
|||
|
|||
starUV.x += _Time.y * (1+(l*0.5)) * 3; |
|||
starUV.x = starUV.x % 5; |
|||
|
|||
starUV *= 1 - l * 0.1; |
|||
|
|||
DrawStar(starUV, (_Time.y+s/7.0+l/6.0) * 5, c.rgb); |
|||
} |
|||
} |
|||
|
|||
DrawRainbow(nyanUV, c.rgb); |
|||
|
|||
DrawNyan(nyanUV, c.rgb); |
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return c; |
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} |
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ENDCG |
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} |
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} |
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Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/3xxx_DebugView/3001_DebugView/LightingData.asset
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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|
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using UnityEngine.Experimental.Rendering; |
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using UnityEngine.Rendering; |
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|
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public class DoubleCameraRender : MonoBehaviour |
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{ |
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[Header("Forward Path")] |
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[SerializeField] private Camera fwd_Camera; |
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[SerializeField] private RenderPipelineAsset fwd_RenderPipelineAsset; |
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[Header("Deferred Path")] |
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[SerializeField] private Camera dfd_Camera; |
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[SerializeField] private RenderPipelineAsset dfd_RenderPipelineAsset; |
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[SerializeField] private bool refresh = false; |
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[ContextMenu("Refresh targets")] |
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public void RefreshTargets() |
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{ |
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RenderPipelineAsset oldPipelineAsset = GraphicsSettings.renderPipelineAsset; |
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|
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GraphicsSettings.renderPipelineAsset = fwd_RenderPipelineAsset; |
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fwd_Camera.enabled = true; |
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fwd_Camera.Render(); |
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fwd_Camera.enabled = false; |
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|
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GraphicsSettings.renderPipelineAsset = dfd_RenderPipelineAsset; |
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dfd_Camera.enabled = true; |
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dfd_Camera.Render(); |
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dfd_Camera.enabled = false; |
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|
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GraphicsSettings.renderPipelineAsset = oldPipelineAsset; |
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} |
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|
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private void OnValidate() |
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{ |
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if (refresh) |
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{ |
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RefreshTargets(); |
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crunchedCompression: 0 |
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allowsAlphaSplitting: 0 |
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overridden: 0 |
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androidETC2FallbackOverride: 0 |
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- serializedVersion: 2 |
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buildTarget: Standalone |
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maxTextureSize: 2048 |
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resizeAlgorithm: 0 |
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textureFormat: -1 |
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textureCompression: 1 |
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compressionQuality: 50 |
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crunchedCompression: 0 |
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allowsAlphaSplitting: 0 |
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overridden: 0 |
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androidETC2FallbackOverride: 0 |
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spriteSheet: |
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serializedVersion: 2 |
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sprites: [] |
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outline: [] |
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physicsShape: [] |
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bones: [] |
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spriteID: |
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vertices: [] |
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indices: |
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edges: [] |
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weights: [] |
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spritePackingTag: |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
1001
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/Scenes/9xxx_Other/9002_Deferred-and-Forward/ComplexMaterial_Flipped/Textures/ComplexMat_M_AO_D_S.tga
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