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HDRenderPipeline: First draft of tesselation (not compiling)

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sebastienlagarde 8 年前
当前提交
ff5e75b4
共有 29 个文件被更改,包括 666 次插入178 次删除
  1. 31
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
  2. 32
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.shader
  3. 10
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitData.hlsl
  4. 1
      Assets/ScriptableRenderLoop/ShaderLibrary/Tesselation.hlsl
  5. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitSharePass.hlsl
  6. 9
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl.meta
  7. 1
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTesselation.hlsl
  8. 9
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTesselation.hlsl.meta
  9. 378
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTessellation.shader
  10. 9
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTessellation.shader.meta
  11. 9
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass.meta
  12. 53
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Tesselation/TesselationShare.hlsl
  13. 9
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Tesselation/TesselationShare.hlsl.meta
  14. 165
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitDepthPass.hlsl
  15. 9
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitSurfaceData.hlsl.meta
  16. 108
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitDepthPass.hlsl
  17. 0
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Tesselation/ShareTesselation.hlsl
  18. 9
      Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Tesselation/ShareTesselation.hlsl.meta
  19. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl
  20. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitVelocityPass.hlsl.meta
  21. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitVelocityPass.hlsl
  22. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitSharePass.hlsl.meta
  23. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitSharePass.hlsl
  24. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitMetaPass.hlsl.meta
  25. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitMetaPass.hlsl
  26. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitDistortionPass.hlsl.meta
  27. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitDistortionPass.hlsl
  28. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitDepthPass.hlsl.meta

31
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader


#include "../../Material/Material.hlsl"
#include "../Lit/LitData.hlsl"
#include "../Lit/LitSharePass.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"

#include "../../Material/Material.hlsl"
#include "../Lit/LitData.hlsl"
#include "../Lit/LitSharePass.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl"

// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light,
// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON.
#pragma vertex Vert
#pragma fragment Frag
#include "../Lit/LitMetaPass.hlsl"
#include "../Lit/ShaderPass/LitMetaPass.hlsl"
#include "../../ShaderPass/ShaderPassLightTransport.hlsl"

ZWrite Off // TODO: Test Z equal here.
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#include "../Lit/LitVelocityPass.hlsl"
#include "../Lit/ShaderPass/LitVelocityPass.hlsl"
#include "../../ShaderPass/ShaderPassVelocity.hlsl"

HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#include "../Lit/LitDepthPass.hlsl"
#include "../Lit/ShaderPass/LitDepthPass.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"

HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#include "../Lit/LitDepthPass.hlsl"
#include "../Lit/ShaderPass/LitDepthPass.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"

HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#include "../Lit/LitDistortionPass.hlsl"
#include "../Lit/ShaderPass/LitDistortionPass.hlsl"
#include "../../ShaderPass/ShaderPassDistortion.hlsl"

#include "../../Lighting/Lighting.hlsl"
#include "../Lit/LitData.hlsl"
#include "../Lit/LitSharePass.hlsl"
#include "../Lit/ShaderPass/LitSharePass.hlsl"
#include "../../ShaderPass/ShaderPassForward.hlsl"

32
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/Lit.shader


// All our shaders use same name for entry point
#pragma vertex Vert
#pragma fragment Frag
#define ATTRIBUTE_POSITION POSITION
ENDHLSL

#define SHADERPASS SHADERPASS_GBUFFER
#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
#include "LitSharePass.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"

#define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL
#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
#include "LitSharePass.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl"

// Lightmap memo
// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light,
// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON.
#pragma vertex Vert
#pragma fragment Frag
#include "LitMetaPass.hlsl"
#include "ShaderPass/LitMetaPass.hlsl"
#include "../../ShaderPass/ShaderPassLightTransport.hlsl"

HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#include "LitDepthPass.hlsl"
#include "ShaderPass/LitDepthPass.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"

HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#include "LitDepthPass.hlsl"
#include "ShaderPass/LitDepthPass.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"

HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#include "LitVelocityPass.hlsl"
#include "ShaderPass/LitVelocityPass.hlsl"
#include "../../ShaderPass/ShaderPassVelocity.hlsl"

HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#include "LitDistortionPass.hlsl"
#include "ShaderPass/LitDistortionPass.hlsl"
#include "../../ShaderPass/ShaderPassDistortion.hlsl"

#include "../../Lighting/Lighting.hlsl"
#include "LitData.hlsl"
#include "LitSharePass.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "../../ShaderPass/ShaderPassForward.hlsl"

10
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitData.hlsl


#define LAYER_INDEX 0
#define ADD_IDX(Name) Name
#define ADD_ZERO_IDX(Name) Name
#include "LitSurfaceData.hlsl"
#include "LitDataInternal.hlsl"
void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{

// Generate function for all layer
#define LAYER_INDEX 0
#define ADD_IDX(Name) Name##0
#include "LitSurfaceData.hlsl"
#include "LitDataInternal.hlsl"
#include "LitSurfaceData.hlsl"
#include "LitDataInternal.hlsl"
#include "LitSurfaceData.hlsl"
#include "LitDataInternal.hlsl"
#include "LitSurfaceData.hlsl"
#include "LitDataInternal.hlsl"
#undef LAYER_INDEX
#undef ADD_IDX

1
Assets/ScriptableRenderLoop/ShaderLibrary/Tesselation.hlsl


#define TESSELATION_INTERPOLATE_BARY(name, bary) ouput.name = input0.name * bary.x + input1.name * bary.y + input2.name * bary.z

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitSharePass.hlsl


struct Attributes
{
float3 positionOS : POSITION;
float3 positionOS : ATTRIBUTE_POSITION;
float3 normalOS : NORMAL;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;

9
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl.meta


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timeCreated: 1483954253
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

1
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTesselation.hlsl


9
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTesselation.hlsl.meta


fileFormatVersion: 2
guid: 29d3b1d8672d46b4291970a2666b230e
timeCreated: 1483954252
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
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378
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTessellation.shader


Shader "HDRenderPipeline/LitTesselation"
{
Properties
{
// Following set of parameters represent the parameters node inside the MaterialGraph.
// They are use to fill a SurfaceData. With a MaterialGraph this should not exist.
// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear
_BaseColor("BaseColor", Color) = (1,1,1,1)
_BaseColorMap("BaseColorMap", 2D) = "white" {}
_Metallic("_Metallic", Range(0.0, 1.0)) = 0
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
_MaskMap("MaskMap", 2D) = "white" {}
_SpecularOcclusionMap("SpecularOcclusion", 2D) = "white" {}
_NormalMap("NormalMap", 2D) = "bump" {}
_NormalScale("_NormalScale", Range(0.0, 2.0)) = 1
_HeightMap("HeightMap", 2D) = "black" {}
_HeightScale("Height Scale", Float) = 0.01
_HeightBias("Height Bias", Float) = 0
_TangentMap("TangentMap", 2D) = "bump" {}
_Anisotropy("Anisotropy", Range(0.0, 1.0)) = 0
_AnisotropyMap("AnisotropyMap", 2D) = "white" {}
_DetailMap("DetailMap", 2D) = "black" {}
_DetailMask("DetailMask", 2D) = "white" {}
_DetailAlbedoScale("_DetailAlbedoScale", Range(-2.0, 2.0)) = 1
_DetailNormalScale("_DetailNormalScale", Range(0.0, 2.0)) = 1
_DetailSmoothnessScale("_DetailSmoothnessScale", Range(-2.0, 2.0)) = 1
_DetailHeightScale("_DetailHeightScale", Range(-2.0, 2.0)) = 1
_DetailAOScale("_DetailAOScale", Range(-2.0, 2.0)) = 1
_SubSurfaceRadius("SubSurfaceRadius", Range(0.0, 1.0)) = 0
_SubSurfaceRadiusMap("SubSurfaceRadiusMap", 2D) = "white" {}
//_Thickness("Thickness", Range(0.0, 1.0)) = 0
//_ThicknessMap("ThicknessMap", 2D) = "white" {}
//_SubSurfaceProfile("SubSurfaceProfile", Float) = 0
//_CoatCoverage("CoatCoverage", Range(0.0, 1.0)) = 0
//_CoatCoverageMap("CoatCoverageMapMap", 2D) = "white" {}
//_CoatRoughness("CoatRoughness", Range(0.0, 1.0)) = 0
//_CoatRoughnessMap("CoatRoughnessMap", 2D) = "white" {}
_DistortionVectorMap("DistortionVectorMap", 2D) = "black" {}
// Following options are for the GUI inspector and different from the input parameters above
// These option below will cause different compilation flag.
_EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
_EmissiveIntensity("EmissiveIntensity", Float) = 0
[ToggleOff] _DistortionEnable("Enable Distortion", Float) = 0.0
[ToggleOff] _DistortionOnly("Distortion Only", Float) = 0.0
[ToggleOff] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 0.0
[ToggleOff] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0
[ToggleOff] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
// Blending state
[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0
[HideInInspector] _BlendMode ("__blendmode", Float) = 0.0
[HideInInspector] _SrcBlend ("__src", Float) = 1.0
[HideInInspector] _DstBlend ("__dst", Float) = 0.0
[HideInInspector] _ZWrite ("__zw", Float) = 1.0
[HideInInspector] _CullMode("__cullmode", Float) = 2.0
[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
// Material Id
[HideInInspector] _MaterialId("_MaterialId", FLoat) = 0
[Enum(None, 0, DoubleSided, 1, DoubleSidedLigthingFlip, 2, DoubleSidedLigthingMirror, 3)] _DoubleSidedMode("Double sided mode", Float) = 0
[Enum(Mask Alpha, 0, BaseColor Alpha, 1)] _SmoothnessTextureChannel("Smoothness texture channel", Float) = 1
[Enum(UV0, 0, Planar, 1, TriPlanar, 2)] _UVBase("UV Set for base", Float) = 0
_TexWorldScale("Scale to apply on world coordinate", Float) = 1.0
[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1,0,0,0)
[HideInInspector] _UVMappingPlanar("_UVMappingPlanar", Float) = 0
[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0
[Enum(Parallax, 0, Displacement, 1)] _HeightMapMode("Heightmap usage", Float) = 0
[Enum(DetailMapNormal, 0, DetailMapAOHeight, 1)] _DetailMapMode("DetailMap mode", Float) = 0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0
[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1,0,0,0)
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
}
HLSLINCLUDE
#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
//-------------------------------------------------------------------------------------
// Variant
//-------------------------------------------------------------------------------------
#pragma shader_feature _ALPHATEST_ON
#pragma shader_feature _DISTORTION_ON
#pragma shader_feature _DEPTHOFFSET_ON
#pragma shader_feature _ _DOUBLESIDED_LIGHTING_FLIP _DOUBLESIDED_LIGHTING_MIRROR
#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature _MAPPING_TRIPLANAR
#pragma shader_feature _DETAIL_MAP_WITH_NORMAL
#pragma shader_feature _NORMALMAP_TANGENT_SPACE
#pragma shader_feature _HEIGHTMAP_AS_DISPLACEMENT
#pragma shader_feature _REQUIRE_UV2_OR_UV3
#pragma shader_feature _EMISSIVE_COLOR
#pragma shader_feature _NORMALMAP
#pragma shader_feature _MASKMAP
#pragma shader_feature _SPECULAROCCLUSIONMAP
#pragma shader_feature _EMISSIVE_COLOR_MAP
#pragma shader_feature _HEIGHTMAP
#pragma shader_feature _TANGENTMAP
#pragma shader_feature _ANISOTROPYMAP
#pragma shader_feature _DETAIL_MAP
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
// TODO: We should have this keyword only if VelocityInGBuffer is enable, how to do that ?
//#pragma multi_compile VELOCITYOUTPUT_OFF VELOCITYOUTPUT_ON
//-------------------------------------------------------------------------------------
// Define
//-------------------------------------------------------------------------------------
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Attributes.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitProperties.hlsl"
// All our shaders use same name for entry point
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
SubShader
{
Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
LOD 300
Pass
{
Name "GBuffer" // Name is not used
Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
Cull [_CullMode]
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#define SHADERPASS SHADERPASS_GBUFFER
#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitTesselation.hlsl"
#include "../Tesselation/TesselationShare.hlsl"
#include "../../ShaderPass/ShaderPassGBuffer.hlsl"
ENDHLSL
}
Pass
{
Name "Debug"
Tags { "LightMode" = "DebugViewMaterial" }
Cull[_CullMode]
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#define SHADERPASS SHADERPASS_DEBUG_VIEW_MATERIAL
#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitTesselation.hlsl"
#include "../Tesselation/TesselationShare.hlsl"
#include "../../ShaderPass/ShaderPassDebugViewMaterial.hlsl"
ENDHLSL
}
// Extracts information for lightmapping, GI (emission, albedo, ...)
// This pass it not used during regular rendering.
Pass
{
Name "META"
Tags{ "LightMode" = "Meta" }
Cull Off
HLSLPROGRAM
// Lightmap memo
// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light,
// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON.
#pragma hull Hull
#pragma domain Domain
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
#include "ShaderPass/LitMetaPass.hlsl"
#include "../../ShaderPass/ShaderPassLightTransport.hlsl"
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
Cull[_CullMode]
ZWrite On
ZTest LEqual
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
#include "ShaderPass/LitDepthPass.hlsl"
#include "LitTesselation.hlsl"
#include "../Tesselation/TesselationShare.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags{ "LightMode" = "DepthOnly" }
Cull[_CullMode]
ZWrite On
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
#include "ShaderPass/LitDepthPass.hlsl"
#include "LitTesselation.hlsl"
#include "../Tesselation/TesselationShare.hlsl"
#include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
ENDHLSL
}
Pass
{
Name "Motion Vectors"
Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity)
Cull[_CullMode]
ZWrite Off // TODO: Test Z equal here.
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#define SHADERPASS SHADERPASS_VELOCITY
#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
#include "ShaderPass/LitVelocityPass.hlsl"
#include "LitTesselation.hlsl"
#include "../Tesselation/TesselationShare.hlsl"
#include "../../ShaderPass/ShaderPassVelocity.hlsl"
ENDHLSL
}
Pass
{
Name "Distortion" // Name is not used
Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index
Blend One One
ZTest [_ZTestMode]
ZWrite off
Cull [_CullMode]
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#define SHADERPASS SHADERPASS_DISTORTION
#include "../../Material/Material.hlsl"
#include "LitData.hlsl"
#include "ShaderPass/LitDistortionPass.hlsl"
#include "LitTesselation.hlsl"
#include "../Tesselation/TesselationShare.hlsl"
#include "../../ShaderPass/ShaderPassDistortion.hlsl"
ENDHLSL
}
Pass
{
Name "Forward" // Name is not used
Tags { "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
Cull [_CullMode]
HLSLPROGRAM
#pragma hull Hull
#pragma domain Domain
#define SHADERPASS SHADERPASS_FORWARD
// TEMP until pragma work in include
// #include "../../Lighting/Forward.hlsl"
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
//#pragma multi_compile SHADOWFILTERING_FIXED_SIZE_PCF
#include "../../Lighting/Lighting.hlsl"
#include "LitData.hlsl"
#include "ShaderPass/LitSharePass.hlsl"
#include "LitTesselation.hlsl"
#include "../Tesselation/TesselationShare.hlsl"
#include "../../ShaderPass/ShaderPassForward.hlsl"
ENDHLSL
}
}
CustomEditor "Experimental.ScriptableRenderLoop.LitGUI"
}

9
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitTessellation.shader.meta


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userData:
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9
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass.meta


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53
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Tesselation/TesselationShare.hlsl


AttributesTesselation VertTesselation(Attributes input)
{
return AttributesToAttributesTesselation(input);
}
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
UnityTessellationFactors HullConstant(InputPatch<AttributesTesselation, 3> input)
{
Attributes params[3];
params[0] = AttributesTesselationToAttributes(input[0]);
params[1] = AttributesTesselationToAttributes(input[1]);
params[2] = AttributesTesselationToAttributes(input[2]);
float4 tf = tessEdge(vi[0], vi[1], vi[2]);
TessellationFactors ouput;
ouput.edge[0] = tf.x;
ouput.edge[1] = tf.y;
ouput.edge[2] = tf.z;
ouput.inside = tf.w;
return ouput;
}
// add [maxtessfactor(15)] ?
[UNITY_domain("tri")]
[UNITY_partitioning("fractional_odd")]
[UNITY_outputtopology("triangle_cw")]
[UNITY_patchconstantfunc("HullConstant")]
[UNITY_outputcontrolpoints(3)]
AttributesTesselation Hull(InputPatch<AttributesTesselation, 3> input, uint id : SV_OutputControlPointID)
{
return input[id];
}
[UNITY_domain("tri")]
PackedVaryings Domain(UnityTessellationFactors tessFactors, const OutputPatch<AttributesTesselation, 3> input, float3 baryWeight : SV_DomainLocation)
{
Attributes params = InterpolateWithBary(input[0], input[1], input[2], baryWeight);
// perform displacement
displacement(params);
// Evaluate regular vertex shader
PackedVaryings outout = Vert(v);
return outout;
}

9
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Tesselation/TesselationShare.hlsl.meta


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assetBundleVariant:

165
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitDepthPass.hlsl


#ifndef SHADERPASS
#error Undefine_SHADERPASS
#endif
// Check if Alpha test is enabled. If it is, check if parallax is enabled on this material
#define NEED_TEXCOORD0 defined(_ALPHATEST_ON)
#define NEED_TANGENT_TO_WORLD NEED_TEXCOORD0 && (defined(_HEIGHTMAP) && !defined(_HEIGHTMAP_AS_DISPLACEMENT))
struct Attributes
{
float3 positionOS : POSITION;
#if NEED_TEXCOORD0
float2 uv0 : TEXCOORD0;
#endif
#if NEED_TANGENT_TO_WORLD
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#endif
};
#ifdef TESSELATION_ON
// Copy paste of above struct with POSITION rename to INTERNALTESSPOS (internal of unity shader compiler)
struct AttributesTesselation
{
float3 positionOS : INTERNALTESSPOS;
#if NEED_TEXCOORD0
float2 uv0 : TEXCOORD0;
#endif
#if NEED_TANGENT_TO_WORLD
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#endif
};
AttributesTesselation AttributesToAttributesTesselation(Attributes input)
{
AttributesTesselation output;
output.positionOS = input.positionOS;
#if NEED_TEXCOORD0
output.uv0 = input.uv0;
#endif
#if NEED_TANGENT_TO_WORLD
output.normalOS = input.normalOS;
output.tangentOS = input.tangentOS;
#endif
}
Attributes AttributesTesselationToAttributes(AttributesTesselation input)
{
AttributesTesselation output;
output.positionOS = input.positionOS;
#if NEED_TEXCOORD0
output.uv0 = input.uv0;
#endif
#if NEED_TANGENT_TO_WORLD
output.normalOS = input.normalOS;
output.tangentOS = input.tangentOS;
#endif
}
AttributesTesselation InterpolateWithBary(AttributesTesselation input0, AttributesTesselation input1, AttributesTesselation input2, float3 baryWeight)
{
AttributesTesselation ouput;
TESSELATION_INTERPOLATE_BARY(positionOS, baryWeight);
#if NEED_TEXCOORD0
TESSELATION_INTERPOLATE_BARY(uv0, baryWeight);
#endif
#if NEED_TANGENT_TO_WORLD
TESSELATION_INTERPOLATE_BARY(normalOS, baryWeight);
TESSELATION_INTERPOLATE_BARY(tangentOS, baryWeight);
#endif
return ouput;
}
#endif // TESSELATION_ON
struct Varyings
{
float4 positionCS;
#if NEED_TEXCOORD0
float2 texCoord0;
#endif
#if NEED_TANGENT_TO_WORLD
float3 positionWS;
float3 tangentToWorld[3];
#endif
};
struct PackedVaryings
{
float4 positionCS : SV_Position;
#if NEED_TANGENT_TO_WORLD
float4 interpolators[4] : TEXCOORD0;
#elif NEED_TEXCOORD0
float4 interpolators[1] : TEXCOORD0;
#endif
};
// Function to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions
PackedVaryings PackVaryings(Varyings input)
{
PackedVaryings output;
output.positionCS = input.positionCS;
#if NEED_TANGENT_TO_WORLD
output.interpolators[0].xyz = input.positionWS.xyz;
output.interpolators[1].xyz = input.tangentToWorld[0];
output.interpolators[2].xyz = input.tangentToWorld[1];
output.interpolators[3].xyz = input.tangentToWorld[2];
output.interpolators[0].w = input.texCoord0.x;
output.interpolators[1].w = input.texCoord0.y;
#elif NEED_TEXCOORD0
output.interpolators[0] = float4(input.texCoord0, 0.0, 0.0);
#endif
return output;
}
FragInputs UnpackVaryings(PackedVaryings input)
{
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
output.unPositionSS = input.positionCS; // input.positionCS is SV_Position
#if NEED_TANGENT_TO_WORLD
output.positionWS.xyz = input.interpolators[0].xyz;
output.tangentToWorld[0] = input.interpolators[1].xyz;
output.tangentToWorld[1] = input.interpolators[2].xyz;
output.tangentToWorld[2] = input.interpolators[3].xyz;
output.texCoord0.xy = float2(input.interpolators[0].w, input.interpolators[1].w);
#elif NEED_TEXCOORD0
output.texCoord0.xy = input.interpolators[0].xy;
#endif
return output;
}
PackedVaryings Vert(Attributes input)
{
Varyings output;
float3 positionWS = TransformObjectToWorld(input.positionOS);
output.positionCS = TransformWorldToHClip(positionWS);
#if NEED_TEXCOORD0
output.texCoord0 = input.uv0;
#endif
#if NEED_TANGENT_TO_WORLD
output.positionWS = positionWS;
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w);
float3x3 tangentToWorld = CreateTangentToWorld(normalWS, tangentWS.xyz, tangentWS.w);
output.tangentToWorld[0] = tangentToWorld[0];
output.tangentToWorld[1] = tangentToWorld[1];
output.tangentToWorld[2] = tangentToWorld[2];
#endif
return PackVaryings(output);
}

9
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitSurfaceData.hlsl.meta


fileFormatVersion: 2
guid: b24a503f5b489bb4896bc43d861f7f49
timeCreated: 1479984801
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

108
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitDepthPass.hlsl


#ifndef SHADERPASS
#error Undefine_SHADERPASS
#endif
// Check if Alpha test is enabled. If it is, check if parallax is enabled on this material
#define NEED_TEXCOORD0 defined(_ALPHATEST_ON)
#define NEED_TANGENT_TO_WORLD NEED_TEXCOORD0 && (defined(_HEIGHTMAP) && !defined(_HEIGHTMAP_AS_DISPLACEMENT))
struct Attributes
{
float3 positionOS : POSITION;
#if NEED_TEXCOORD0
float2 uv0 : TEXCOORD0;
#endif
#if NEED_TANGENT_TO_WORLD
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#endif
};
struct Varyings
{
float4 positionCS;
#if NEED_TEXCOORD0
float2 texCoord0;
#endif
#if NEED_TANGENT_TO_WORLD
float3 positionWS;
float3 tangentToWorld[3];
#endif
};
struct PackedVaryings
{
float4 positionCS : SV_Position;
#if NEED_TANGENT_TO_WORLD
float4 interpolators[4] : TEXCOORD0;
#elif NEED_TEXCOORD0
float4 interpolators[1] : TEXCOORD0;
#endif
};
// Function to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions
PackedVaryings PackVaryings(Varyings input)
{
PackedVaryings output;
output.positionCS = input.positionCS;
#if NEED_TANGENT_TO_WORLD
output.interpolators[0].xyz = input.positionWS.xyz;
output.interpolators[1].xyz = input.tangentToWorld[0];
output.interpolators[2].xyz = input.tangentToWorld[1];
output.interpolators[3].xyz = input.tangentToWorld[2];
output.interpolators[0].w = input.texCoord0.x;
output.interpolators[1].w = input.texCoord0.y;
#elif NEED_TEXCOORD0
output.interpolators[0] = float4(input.texCoord0, 0.0, 0.0);
#endif
return output;
}
FragInputs UnpackVaryings(PackedVaryings input)
{
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
output.unPositionSS = input.positionCS; // input.positionCS is SV_Position
#if NEED_TANGENT_TO_WORLD
output.positionWS.xyz = input.interpolators[0].xyz;
output.tangentToWorld[0] = input.interpolators[1].xyz;
output.tangentToWorld[1] = input.interpolators[2].xyz;
output.tangentToWorld[2] = input.interpolators[3].xyz;
output.texCoord0.xy = float2(input.interpolators[0].w, input.interpolators[1].w);
#elif NEED_TEXCOORD0
output.texCoord0.xy = input.interpolators[0].xy;
#endif
return output;
}
PackedVaryings Vert(Attributes input)
{
Varyings output;
float3 positionWS = TransformObjectToWorld(input.positionOS);
output.positionCS = TransformWorldToHClip(positionWS);
#if NEED_TEXCOORD0
output.texCoord0 = input.uv0;
#endif
#if NEED_TANGENT_TO_WORLD
output.positionWS = positionWS;
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w);
float3x3 tangentToWorld = CreateTangentToWorld(normalWS, tangentWS.xyz, tangentWS.w);
output.tangentToWorld[0] = tangentToWorld[0];
output.tangentToWorld[1] = tangentToWorld[1];
output.tangentToWorld[2] = tangentToWorld[2];
#endif
return PackVaryings(output);
}

0
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Tesselation/ShareTesselation.hlsl

9
Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Tesselation/ShareTesselation.hlsl.meta


fileFormatVersion: 2
guid: 70a7ee6a44b86494daad0acd691e1d51
timeCreated: 1483692743
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

/Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitSurfaceData.hlsl → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl

/Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitVelocityPass.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitVelocityPass.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitVelocityPass.hlsl → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitVelocityPass.hlsl

/Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitSharePass.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitSharePass.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitSharePass.hlsl → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitSharePass.hlsl

/Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitMetaPass.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitMetaPass.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitMetaPass.hlsl → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitMetaPass.hlsl

/Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitDistortionPass.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitDistortionPass.hlsl.meta

/Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitDistortionPass.hlsl → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitDistortionPass.hlsl

/Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/LitDepthPass.hlsl.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Lit/ShaderPass/LitDepthPass.hlsl.meta

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