- Rename all "loop" name to "pipeline" name for FPTL/Basic/HD
- Update all include in HDRenderPipeline to match C++ #include path that
is Asset/ScriptableRenderPipeline
Caution: This PR require the new C++ code
RenderPipelineResources will keep a reference on all the compute shaders
and regualr shaders. It replace TilePassResources and we will remove all
Resources folder
In order to stereo-ize this job, the following work was needed:
* Dispatch twice as many thread groups. Use the GroupID.y to select the eye being processed.
* Submit one set of convex bounds per eye. Two bounds are generated for each light.
* Submit stereo-aware projection matrices, passed in as an array, and indexed with the stereo eye index in the compute shader.
* Output one set of AABBs for each eye.
* Increase size of compute buffers to support the stereo case (WIP)
This was verified with the test suite and manually via RenderDoc.
In order to keep up with repo velocity, time to merge in the work so far toward stereo lighting. Clean up some temp code and comments for proper merging.
We use our light index, stereo eye index, and number of lights to generate various indices into our light cull buffers. Instead of re-calculating stuff in every shader, we should have a common place to do these calculations!