比较提交
合并到: unity-tech-cn:main
unity-tech-cn:/main
unity-tech-cn:/scriptablerenderloop-materialgraph
unity-tech-cn:/batch_rendering
unity-tech-cn:/vr_sandbox
unity-tech-cn:/Branch_Batching2
unity-tech-cn:/mikko-renderpass
unity-tech-cn:/fptl_cleanup
unity-tech-cn:/vr_fptl_sandbox
unity-tech-cn:/Branch_batcher
unity-tech-cn:/MobileDeferredRenderPass
unity-tech-cn:/vr_api_testbed
unity-tech-cn:/RenderPassXR_Sandbox
unity-tech-cn:/classicDeferredMobile
unity-tech-cn:/EnableVulkanAndES3
unity-tech-cn:/OnTileRenderPass2
unity-tech-cn:/sample_game
unity-tech-cn:/culling
unity-tech-cn:/OTDRP-develop
unity-tech-cn:/Add-support-for-light-specular-color-tint
unity-tech-cn:/stochastic_alpha_test
unity-tech-cn:/Yibing-Project-2
unity-tech-cn:/xr-hdrp-rt-test
unity-tech-cn:/system-shock-transitional-shader
unity-tech-cn:/feature-runtimeTextureCache
unity-tech-cn:/shader-library-include-paths
unity-tech-cn:/asmdef
unity-tech-cn:/namespace
unity-tech-cn:/feature-ReflectionProbeFit
unity-tech-cn:/prototype-decals
unity-tech-cn:/DrawSettings
unity-tech-cn:/projects-TheLastStand
unity-tech-cn:/iridesence
unity-tech-cn:/lw-nolightlist
unity-tech-cn:/Add-physical-light-unity-support
unity-tech-cn:/LightweightPipelineExperimental
unity-tech-cn:/switch_support
unity-tech-cn:/feature-ScreenSpaceProjection
unity-tech-cn:/use-roughness
unity-tech-cn:/LW-BakedIndirect
unity-tech-cn:/Branch_FixObjectMotion
unity-tech-cn:/srp_batcher
unity-tech-cn:/LW-LightOptimizations
unity-tech-cn:/Branch_ScriptableCulling
unity-tech-cn:/LW-LowEnd
unity-tech-cn:/feature-ReflectionProbeBaking
unity-tech-cn:/Improve-shader-generator
unity-tech-cn:/improve-shader-generator-data
unity-tech-cn:/2018.1
unity-tech-cn:/lwr-xr-shader-fixes-sandbox
unity-tech-cn:/uifoldout-fix
unity-tech-cn:/lw-callbacktests
unity-tech-cn:/lwrp-xr-sssm-DrawProc
unity-tech-cn:/lwrp-xr-tim-hacks
unity-tech-cn:/ss3HDRP
unity-tech-cn:/build-automation
unity-tech-cn:/HDRP_SurfaceShader
unity-tech-cn:/tag-1.1.0-beta
unity-tech-cn:/xr-hdrp-pyramids
unity-tech-cn:/lw-bias_per_cascade
unity-tech-cn:/040SimpleLighting
unity-tech-cn:/lw-tangentspacelightingtest
unity-tech-cn:/Lux-for-HDRI
unity-tech-cn:/HDRP_GraphicTests
unity-tech-cn:/projects-system-shock-2018.1
unity-tech-cn:/Change-cluster-Tile-to-dynamic-branch
unity-tech-cn:/Reduce-shader-variant
unity-tech-cn:/lw-shadow-optimization
unity-tech-cn:/LW-DistortionPass
unity-tech-cn:/lw-shader-optimization
unity-tech-cn:/Branch_RemoveCascadeBordersInUI
unity-tech-cn:/Branch_EnableLastSplitFade
unity-tech-cn:/Branch_DebugExposure
unity-tech-cn:/Documentation
unity-tech-cn:/lw-bugfixes
unity-tech-cn:/Branch_DebugExposure2
unity-tech-cn:/Branch_DebugWindowFix
unity-tech-cn:/lw-shadow-keyword
unity-tech-cn:/backport-shader-optimization
unity-tech-cn:/tag-1.1.4-preview
unity-tech-cn:/StackLitWork
unity-tech-cn:/tag-1.1.5-preview
unity-tech-cn:/tag-1.1.6-preview
unity-tech-cn:/stacklit
unity-tech-cn:/StackLit2
unity-tech-cn:/hdrp-staging
拉取从: unity-tech-cn:classicDeferredMobile
unity-tech-cn:/main
unity-tech-cn:/scriptablerenderloop-materialgraph
unity-tech-cn:/batch_rendering
unity-tech-cn:/vr_sandbox
unity-tech-cn:/Branch_Batching2
unity-tech-cn:/mikko-renderpass
unity-tech-cn:/fptl_cleanup
unity-tech-cn:/vr_fptl_sandbox
unity-tech-cn:/Branch_batcher
unity-tech-cn:/MobileDeferredRenderPass
unity-tech-cn:/vr_api_testbed
unity-tech-cn:/RenderPassXR_Sandbox
unity-tech-cn:/classicDeferredMobile
unity-tech-cn:/EnableVulkanAndES3
unity-tech-cn:/OnTileRenderPass2
unity-tech-cn:/sample_game
unity-tech-cn:/culling
unity-tech-cn:/OTDRP-develop
unity-tech-cn:/Add-support-for-light-specular-color-tint
unity-tech-cn:/stochastic_alpha_test
unity-tech-cn:/Yibing-Project-2
unity-tech-cn:/xr-hdrp-rt-test
unity-tech-cn:/system-shock-transitional-shader
unity-tech-cn:/feature-runtimeTextureCache
unity-tech-cn:/shader-library-include-paths
unity-tech-cn:/asmdef
unity-tech-cn:/namespace
unity-tech-cn:/feature-ReflectionProbeFit
unity-tech-cn:/prototype-decals
unity-tech-cn:/DrawSettings
unity-tech-cn:/projects-TheLastStand
unity-tech-cn:/iridesence
unity-tech-cn:/lw-nolightlist
unity-tech-cn:/Add-physical-light-unity-support
unity-tech-cn:/LightweightPipelineExperimental
unity-tech-cn:/switch_support
unity-tech-cn:/feature-ScreenSpaceProjection
unity-tech-cn:/use-roughness
unity-tech-cn:/LW-BakedIndirect
unity-tech-cn:/Branch_FixObjectMotion
unity-tech-cn:/srp_batcher
unity-tech-cn:/LW-LightOptimizations
unity-tech-cn:/Branch_ScriptableCulling
unity-tech-cn:/LW-LowEnd
unity-tech-cn:/feature-ReflectionProbeBaking
unity-tech-cn:/Improve-shader-generator
unity-tech-cn:/improve-shader-generator-data
unity-tech-cn:/2018.1
unity-tech-cn:/lwr-xr-shader-fixes-sandbox
unity-tech-cn:/uifoldout-fix
unity-tech-cn:/lw-callbacktests
unity-tech-cn:/lwrp-xr-sssm-DrawProc
unity-tech-cn:/lwrp-xr-tim-hacks
unity-tech-cn:/ss3HDRP
unity-tech-cn:/build-automation
unity-tech-cn:/HDRP_SurfaceShader
unity-tech-cn:/tag-1.1.0-beta
unity-tech-cn:/xr-hdrp-pyramids
unity-tech-cn:/lw-bias_per_cascade
unity-tech-cn:/040SimpleLighting
unity-tech-cn:/lw-tangentspacelightingtest
unity-tech-cn:/Lux-for-HDRI
unity-tech-cn:/HDRP_GraphicTests
unity-tech-cn:/projects-system-shock-2018.1
unity-tech-cn:/Change-cluster-Tile-to-dynamic-branch
unity-tech-cn:/Reduce-shader-variant
unity-tech-cn:/lw-shadow-optimization
unity-tech-cn:/LW-DistortionPass
unity-tech-cn:/lw-shader-optimization
unity-tech-cn:/Branch_RemoveCascadeBordersInUI
unity-tech-cn:/Branch_EnableLastSplitFade
unity-tech-cn:/Branch_DebugExposure
unity-tech-cn:/Documentation
unity-tech-cn:/lw-bugfixes
unity-tech-cn:/Branch_DebugExposure2
unity-tech-cn:/Branch_DebugWindowFix
unity-tech-cn:/lw-shadow-keyword
unity-tech-cn:/backport-shader-optimization
unity-tech-cn:/tag-1.1.4-preview
unity-tech-cn:/StackLitWork
unity-tech-cn:/tag-1.1.5-preview
unity-tech-cn:/tag-1.1.6-preview
unity-tech-cn:/stacklit
unity-tech-cn:/StackLit2
unity-tech-cn:/hdrp-staging
此合并请求有变更与目标分支冲突。
/Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_LitMat_Reflection_Non.mat
/Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_LitMat_06_All.mat
/Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_LitMat_05_Emission.mat
/Assets/GraphicsTests/Assets/LDPipe_CommonAssets/Materials/LDpipe_targetTex.mat
/Assets/ScriptableRenderPipeline/Core/Camera/CameraSwitcher.cs
/Assets/ScriptableRenderPipeline/Core/Shadow/ShadowBase.cs.hlsl
/Assets/ScriptableRenderPipeline/Core/Shadow/ShadowUtilities.cs
/Assets/ScriptableRenderPipeline/Core/Shadow/Shadow.cs
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayLatlong.shader
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader
/Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/Resources/Deferred.shader
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-clustered.compute
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild.compute
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/scrbound.compute
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/MaterialUtilities.hlsl
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawTransmittanceGraph.shader
/Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/BlitCubemap.shader
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/RuntimeFilterIBL.cs
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/GGXConvolve.shader
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/ComputeGgxIblSampleData.compute
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/BuildProbabilityTables.compute
/Assets/ScriptableRenderPipeline/ShaderLibrary/NormalSurfaceGradient.hlsl
/Assets/ScriptableRenderPipeline/ShaderLibrary/Packing.hlsl
/Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/ShadowAlgorithms.hlsl
/Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/ShadowMoments.hlsl
/Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/ShadowSampling.hlsl
/Assets/ScriptableRenderPipeline/ShaderLibrary/EntityLighting.hlsl
/Assets/ScriptableRenderPipeline/ShaderLibrary/BSDF.hlsl
/Assets/ScriptableRenderPipeline/ShaderLibrary/CommonLighting.hlsl
/Assets/ScriptableRenderPipeline/ShaderLibrary/ImageBasedLighting.hlsl
/Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl
/Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/Resources/ShadowBlurMoments.compute
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.cs
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipeline.cs
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipeline.shader
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/UpgradeCommon.cs
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendMobilePipelineMaterialEditor.cs
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader.meta
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/shadeopaque.compute.meta
/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawTransmittanceGraph.shader.meta
/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawTransmittanceGraph.shader
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/GGXConvolve.shader.meta
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/GGXConvolve.shader
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/ComputeGgxIblSampleData.compute.meta
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/ComputeGgxIblSampleData.compute
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/BuildProbabilityTables.compute.meta
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/Resources/BuildProbabilityTables.compute
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.cs.meta
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.cs
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipeline.cs.meta
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipeline.cs
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipeline.shader.meta
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipeline.shader
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineShadows.cginc.meta
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineCore.cginc.meta
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/StandardToLowEndMaterialUpgrader.cs.meta
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendPipelineAssetInspector.cs.meta
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendMobilePipelineMaterialEditor.cs.meta
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendMobilePipelineMaterialEditor.cs
/ProjectSettings/EditorBuildSettings.asset
/ProjectSettings/ProjectVersion.txt
/ProjectSettings/TagManager.asset
/Assets/TestScenes/HDTest/GraphicTest/SSS/Materials/SSSHead.mat
/Assets/TestScenes/HDTest/HDRenderLoopTest.unity
/Assets/TestScenes/MobileDeferredTest/ClassicDeferredPipeline.asset
/Assets/ScriptableRenderPipeline/Core/AdditionalLightData.cs
/Assets/ScriptableRenderPipeline/Core/Debugging/DebugActionManager.cs
/Assets/ScriptableRenderPipeline/Core/Debugging/DebugMenuManager.cs
/Assets/ScriptableRenderPipeline/Core/Debugging/DebugMenuUI.cs
/Assets/ScriptableRenderPipeline/Core/Debugging/DebugMenuUpdater.cs
/Assets/ScriptableRenderPipeline/Core/Debugging/Editor/DebugMenuEditor.cs
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/SceneSettingsManagementWindow.cs
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs.hlsl
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs.hlsl.meta
/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources.meta
/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettings.cs
/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettingsManager.cs
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Utilities.cs
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.asset
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/TestScenes/Materials/LDRenderPipeMaterials/LDSpecularSphere0.mat
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndParticlesMultiply.shader
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndParticlesAdd.shader
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineShadows.cginc
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineCore.cginc
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendUpgraders.cs
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendPipelineAssetInspector.cs
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LegacyShadersToLowEndUpgrader.cs
/Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/Standard.shader
/Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/Soft.psd.meta
/Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/LightingTemplate.hlsl
/Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/ClassicDeferredPipeline.cs
/Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/ClassicDeferredTest.unity
/Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/Materials/Disk.mat
/Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/Materials/Ground.mat
/Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/Materials/Reflective.mat
/Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/Materials/Transparent.mat
/Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs.hlsl
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/shadeopaque.compute
/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawGaussianProfile.shader
/ImageTemplates/LowEnd/Shaders/LDPipe_LitShaderMaps.unity.png
/ImageTemplates/LowEnd/Shaders/LDPipe_LitShaderLightProbes.unity.png
/Assets/GraphicsTests/Editor/TestFrameworkCustomBuild.cs
/Assets/GraphicsTests/Editor/TestFramework.cs
/Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_LitMat_Reflection_Cube.mat
/Assets/GraphicsTests/Scenes.meta
/Assets/GraphicsTests/Scenes
/Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/ClassicDeferredTest.meta
/Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/ClassicDeferredTest
/Assets/TestScenes/MobileDeferredTest/SpotAttenTest.meta
/Assets/TestScenes/MobileDeferredTest/SpotAttenTest
/Assets/TestScenes/MobileDeferredTest/SpotCookie.meta
/Assets/TestScenes/MobileDeferredTest/SpotCookie
/Assets/TestScenes/MobileDeferredTest/TransDirectionalShadowTest.meta
/Assets/TestScenes/MobileDeferredTest/TransDirectionalShadowTest
/Assets/TestScenes/MobileDeferredTest/transReflSpot.meta
/Assets/TestScenes/MobileDeferredTest/transReflSpot
/Assets/TestScenes/MobileDeferredTest/LightAccumulationTest.meta
/Assets/TestScenes/MobileDeferredTest/LightAccumulationTest
/Assets/TestScenes/MobileDeferredTest/PointTest.meta
/Assets/TestScenes/MobileDeferredTest/PointTest
/Assets/TestScenes/MobileDeferredTest/ligthsThroughTrans.meta
/Assets/TestScenes/MobileDeferredTest/ligthsThroughTrans
/Assets/TestScenes/MobileDeferredTest/reflectionTest.meta
/Assets/TestScenes/MobileDeferredTest/reflectionTest
/Assets/TestScenes/MobileDeferredTest/trDirCookieTest.meta
/Assets/TestScenes/MobileDeferredTest/trDirCookieTest
/Assets/TestScenes/MobileDeferredTest/2SpotTest.meta
/Assets/TestScenes/MobileDeferredTest/2SpotTest
/Assets/TestScenes/MobileDeferredTest/2PointTest.meta
/Assets/TestScenes/MobileDeferredTest/2PointTest
/Assets/TestScenes/MobileDeferredTest/2DirLightTest.meta
/Assets/TestScenes/MobileDeferredTest/2DirLightTest
/Assets/ScriptableRenderPipeline/core
/Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/UnityStandardForwardMobile.cginc.meta
/Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/ShaderBase.h
/Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/ShaderBase.h.meta
/Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/ShadowContext.hlsl
/Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/ShadowContext.hlsl.meta
/Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/ShadowDispatch.hlsl
/Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/ShadowDispatch.hlsl.meta
/Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/UnityStandardForwardMobile.cginc
/Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/Materials/TransparentDisk.mat
/Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/Materials/TransparentDisk.mat.meta
/Assets/ScriptableRenderPipeline/Core/Debugging/DebugMenuItemUI.cs.meta
/Assets/ScriptableRenderPipeline/Core/Debugging/DebugMenu.cs.meta
/Assets/ScriptableRenderPipeline/Core/Debugging/DebugItemDrawer.cs.meta
/Assets/ScriptableRenderPipeline/fptl.meta
/Assets/ScriptableRenderPipeline/core.meta
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.asset
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndParticlesMultiply.shader.meta
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndParticlesMultiply.shader
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndParticlesAdd.shader.meta
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndParticlesAdd.shader
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineShadows.cginc
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineCore.cginc
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendUpgraders.cs.meta
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendUpgraders.cs
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendPipelineAssetInspector.cs
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LegacyShadersToLowEndUpgrader.cs.meta
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LegacyShadersToLowEndUpgrader.cs
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline.meta
/Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/ClassicDeferredTest.unity.meta
/Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/Materials.meta
/Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/Model.meta
/Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/Model
/Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/Scripts.meta
/Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/Scripts
/Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/ClassicDeferredTest.unity
/Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/Materials
/Assets/ScriptableRenderPipeline/fptl/scrbound.compute.meta
/Assets/ScriptableRenderPipeline/fptl/scrbound.compute
/Assets/ScriptableRenderPipeline/fptl/lightlistbuild.compute.meta
/Assets/ScriptableRenderPipeline/fptl/lightlistbuild.compute
/Assets/ScriptableRenderPipeline/fptl/lightlistbuild-clustered.compute.meta
/Assets/ScriptableRenderPipeline/fptl/lightlistbuild-clustered.compute
/Assets/ScriptableRenderPipeline/fptl/lightlistbuild-bigtile.compute.meta
/Assets/ScriptableRenderPipeline/fptl/lightlistbuild-bigtile.compute
/Assets/ScriptableRenderPipeline/fptl/UnityStandardForwardNew.cginc.meta
/Assets/ScriptableRenderPipeline/fptl/UnityStandardForwardNew.cginc
/Assets/ScriptableRenderPipeline/fptl/TiledReflectionTemplate.hlsl.meta
/Assets/ScriptableRenderPipeline/fptl/TiledReflectionTemplate.hlsl
/Assets/ScriptableRenderPipeline/fptl/TiledLightingUtils.hlsl.meta
/Assets/ScriptableRenderPipeline/fptl/TiledLightingUtils.hlsl
/Assets/ScriptableRenderPipeline/fptl/TiledLightingTemplate.hlsl.meta
/Assets/ScriptableRenderPipeline/fptl/TiledLightingTemplate.hlsl
/Assets/ScriptableRenderPipeline/fptl/StandardTest.shader.meta
/Assets/ScriptableRenderPipeline/fptl/StandardTest.shader
/Assets/ScriptableRenderPipeline/fptl/SortingComputeUtils.hlsl.meta
/Assets/ScriptableRenderPipeline/fptl/SortingComputeUtils.hlsl
/Assets/ScriptableRenderPipeline/fptl/ShadowDispatch.hlsl.meta
/Assets/ScriptableRenderPipeline/fptl/ShadowDispatch.hlsl
/Assets/ScriptableRenderPipeline/fptl/ShadowContext.hlsl.meta
/Assets/ScriptableRenderPipeline/fptl/ShadowContext.hlsl
/Assets/ScriptableRenderPipeline/fptl/RegularForwardReflectionTemplate.hlsl.meta
/Assets/ScriptableRenderPipeline/fptl/RegularForwardReflectionTemplate.hlsl
/Assets/ScriptableRenderPipeline/fptl/RegularForwardLightingUtils.hlsl.meta
/Assets/ScriptableRenderPipeline/fptl/RegularForwardLightingUtils.hlsl
/Assets/ScriptableRenderPipeline/fptl/RegularForwardLightingTemplate.hlsl.meta
/Assets/ScriptableRenderPipeline/fptl/RegularForwardLightingTemplate.hlsl
/Assets/ScriptableRenderPipeline/fptl/ReflectionTemplate.hlsl.meta
/Assets/ScriptableRenderPipeline/fptl/ReflectionTemplate.hlsl
/Assets/ScriptableRenderPipeline/fptl/LightingUtils.hlsl.meta
/Assets/ScriptableRenderPipeline/fptl/LightingUtils.hlsl
/Assets/ScriptableRenderPipeline/fptl/LightingTemplate.hlsl.meta
/Assets/ScriptableRenderPipeline/fptl/LightingTemplate.hlsl
/Assets/ScriptableRenderPipeline/fptl/LightingConvexHullUtils.hlsl.meta
/Assets/ScriptableRenderPipeline/fptl/LightingConvexHullUtils.hlsl
/Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs.meta
/Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs.hlsl.meta
/Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs.hlsl
/Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs
/Assets/ScriptableRenderPipeline/fptl/LightBoundsDebug.shader.meta
/Assets/ScriptableRenderPipeline/fptl/LightBoundsDebug.shader
/Assets/ScriptableRenderPipeline/fptl/Internal-DeferredShading.shader.meta
/Assets/ScriptableRenderPipeline/fptl/Internal-DeferredShading.shader
/Assets/ScriptableRenderPipeline/fptl/Internal-DeferredReflections.shader.meta
/Assets/ScriptableRenderPipeline/fptl/Internal-DeferredReflections.shader
/Assets/ScriptableRenderPipeline/fptl/Internal-DeferredComputeShading.compute.meta
/Assets/ScriptableRenderPipeline/fptl/Internal-DeferredComputeShading.compute
/Assets/ScriptableRenderPipeline/fptl/FptlLighting.cs.meta
/Assets/ScriptableRenderPipeline/fptl/FptlLighting.cs
/Assets/ScriptableRenderPipeline/fptl/FinalPass.shader.meta
/Assets/ScriptableRenderPipeline/fptl/FinalPass.shader
/Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset.meta
/Assets/ScriptableRenderPipeline/fptl/FPTLRenderPipeline.asset
/Assets/ScriptableRenderPipeline/fptl/ClusteredUtils.h.meta
/Assets/ScriptableRenderPipeline/fptl/ClusteredUtils.h
/Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/shadeopaque.compute
/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawGaussianProfile.shader.meta
/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawGaussianProfile.shader
/ImageTemplates/LowEnd
/Assets/GraphicsTests/Editor
/Assets/GraphicsTests/SetupSceneForRenderPipelineTest.cs.meta
/Assets/GraphicsTests/SetupSceneForRenderPipelineTest.cs
/Assets/GraphicsTests/GotoNextScene.cs.meta
/Assets/GraphicsTests/GotoNextScene.cs
/Assets/GraphicsTests/Editor.meta
/Assets/GraphicsTests/Assets
/Assets/GraphicsTests/Assets.meta
/Assets/ScriptableRenderPipeline/HDRenderPipeline/DefaultCommonSettings.asset.meta
/Assets/GraphicsTests/Scenes/LowEnd/Shaders/LDPipe_LitBakedEmission.unity
/Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_UnlitMat.mat
/Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_UnlitMatTexture.mat
/Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset
/Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset.meta
/Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.cs
/Assets/ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources
/Assets/ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources
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/Assets/ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources
/Assets/ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources
/Assets/ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Materials
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Materials
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Materials
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Materials
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Materials
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Materials
/Assets/GraphicsTests/Scenes/LowEnd/Shaders/LDPipe_LitBakedEmission.unity
/Assets/GraphicsTests/Scenes/LowEnd/Shaders/LDPipe_LitBakedEmission.unity.meta
/Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_UnlitMat.mat
/Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_UnlitMat.mat.meta
/Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_UnlitMatTexture.mat
/Assets/GraphicsTests/Assets/LDPipe_Shader/LDPipe_UnlitMatTexture.mat.meta
/Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset
/Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset.meta
/Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.cs
/Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.cs.meta
/Assets/ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources.meta
/Assets/ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources
/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawSssProfile.shader
/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawSssProfile.shader.meta
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LightweightPipelineAsset.asset.meta
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Materials
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Materials
/Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Materials
/Assets/GraphicsTests/RenderPipeline
/Assets/GraphicsTests/RenderPipeline
/Assets/GraphicsTests/RenderPipeline
/Assets/GraphicsTests/RenderPipeline
/Assets/GraphicsTests/RenderPipeline
/Assets/GraphicsTests/RenderPipeline
/Assets/GraphicsTests/RenderPipeline
/Assets/GraphicsTests/RenderPipeline
/Assets/GraphicsTests/Scenes/LowEnd/2D
/Assets/GraphicsTests/Scenes/LowEnd/2D
/Assets/GraphicsTests/Assets/2D
/Assets/GraphicsTests/Assets/2D
/Assets/GraphicsTests/Assets/2D
/Assets/GraphicsTests/Assets/2D
/Assets/GraphicsTests/Assets/2D
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/Assets/GraphicsTests/Assets/2D
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/Assets/GraphicsTests/Assets/2D
/Assets/GraphicsTests/Assets/2D
/Assets/GraphicsTests/Assets/2D
/Assets/GraphicsTests/Assets/2D
27 次代码提交
共有 543 个文件被更改,包括 3127 次插入 和 3466 次删除
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8ProjectSettings/EditorBuildSettings.asset
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2ProjectSettings/ProjectVersion.txt
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89ProjectSettings/TagManager.asset
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2Assets/TestScenes/HDTest/GraphicTest/SSS/Materials/SSSHead.mat
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451Assets/TestScenes/HDTest/HDRenderLoopTest.unity
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6Assets/TestScenes/MobileDeferredTest/ClassicDeferredPipeline.asset
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31Assets/ScriptableRenderPipeline/Core/AdditionalLightData.cs
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2Assets/ScriptableRenderPipeline/Core/Camera/CameraSwitcher.cs
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24Assets/ScriptableRenderPipeline/Core/Debugging/DebugActionManager.cs
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156Assets/ScriptableRenderPipeline/Core/Debugging/DebugMenuManager.cs
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163Assets/ScriptableRenderPipeline/Core/Debugging/DebugMenuUI.cs
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22Assets/ScriptableRenderPipeline/Core/Debugging/DebugMenuUpdater.cs
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56Assets/ScriptableRenderPipeline/Core/Debugging/Editor/DebugMenuEditor.cs
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18Assets/ScriptableRenderPipeline/Core/Shadow/Shadow.cs
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2Assets/ScriptableRenderPipeline/Core/Shadow/ShadowBase.cs.hlsl
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7Assets/ScriptableRenderPipeline/Core/Shadow/ShadowUtilities.cs
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26Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
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337Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
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10Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineMenuItems.cs
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11Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/SceneSettingsManagementWindow.cs
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393Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
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210Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
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10Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl
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32Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl
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13Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/Editor/LayeredLitUI.cs
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9Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLit.shader
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7Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/LayeredLit/LayeredLitTessellation.shader
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42Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/BaseLitUI.cs
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58Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Editor/LitUI.cs
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7Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs
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15Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.cs.hlsl
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140Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
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6Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader
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46Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
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26Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitDataInternal.hlsl
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24Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitProperties.hlsl
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6Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader
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177Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader
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549Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs
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9Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs.hlsl
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4Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs.hlsl.meta
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2Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/MaterialUtilities.hlsl
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6Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Unlit/Editor/BaseUnlitUI.cs
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4Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources.meta
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8Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettings.cs
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2Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SceneSettingsManager.cs
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8Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderVariables.hlsl
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13Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/RuntimeFilterIBL.cs
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8Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs
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21Assets/ScriptableRenderPipeline/HDRenderPipeline/Utilities.cs
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34Assets/ScriptableRenderPipeline/ShaderLibrary/BSDF.hlsl
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9Assets/ScriptableRenderPipeline/ShaderLibrary/Common.hlsl
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6Assets/ScriptableRenderPipeline/ShaderLibrary/CommonLighting.hlsl
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9Assets/ScriptableRenderPipeline/ShaderLibrary/EntityLighting.hlsl
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2Assets/ScriptableRenderPipeline/ShaderLibrary/ImageBasedLighting.hlsl
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3Assets/ScriptableRenderPipeline/ShaderLibrary/NormalSurfaceGradient.hlsl
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97Assets/ScriptableRenderPipeline/ShaderLibrary/Packing.hlsl
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10Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/Resources/ShadowBlurMoments.compute
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6Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/ShadowAlgorithms.hlsl
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13Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/ShadowMoments.hlsl
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26Assets/ScriptableRenderPipeline/ShaderLibrary/Shadow/ShadowSampling.hlsl
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61Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.cs
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6Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.asset
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21Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipeline.cs
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9Assets/ScriptableRenderPipeline/LowEndMobilePipeline/TestScenes/Materials/LDRenderPipeMaterials/LDSpecularSphere0.mat
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6Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndParticlesMultiply.shader
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6Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndParticlesAdd.shader
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44Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineShadows.cginc
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14Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipelineCore.cginc
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70Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Shaders/LowEndMobilePipeline.shader
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14Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendUpgraders.cs
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12Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendPipelineAssetInspector.cs
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21Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendMobilePipelineMaterialEditor.cs
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10Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LegacyShadersToLowEndUpgrader.cs
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2Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/UpgradeCommon.cs
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41Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/Standard.shader
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7Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/Soft.psd.meta
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18Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/LightingTemplate.hlsl
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998Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/ClassicDeferredPipeline.cs
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10Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/ClassicDeferredTest/LightingData.asset
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4Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/ClassicDeferredTest/ReflectionProbe-0.exr.meta
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4Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/ClassicDeferredTest/ReflectionProbe-1.exr.meta
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4Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/ClassicDeferredTest/ReflectionProbe-2.exr.meta
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4Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/ClassicDeferredTest/ReflectionProbe-3.exr.meta
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4Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/ClassicDeferredTest/ReflectionProbe-4.exr.meta
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277Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/ClassicDeferredTest.unity
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9Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/Materials/Disk.mat
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11Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/Materials/Ground.mat
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9Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/Materials/Reflective.mat
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14Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/Materials/Transparent.mat
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2Assets/ScriptableRenderPipeline/fptl/LightDefinitions.cs.hlsl
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8Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewTiles.shader
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19Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugViewMaterialGBuffer.shader
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6Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayShadowMap.shader
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4Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/Resources/DebugDisplayLatlong.shader
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248Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/shadeopaque.compute
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48Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/scrbound.compute
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1001Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild.compute
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32Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-clustered.compute
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22Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/Resources/lightlistbuild-bigtile.compute
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451
Assets/TestScenes/HDTest/HDRenderLoopTest.unity
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Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/ClassicDeferredPipeline.cs
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10
Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest/ClassicDeferredTest/LightingData.asset
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#pragma kernel ShadeOpaque_Direct_Fptl SHADE_OPAQUE_ENTRY=ShadeOpaque_Direct_Fptl USE_FPTL_LIGHTLIST |
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#pragma kernel ShadeOpaque_Direct_Fptl_DebugDisplay SHADE_OPAQUE_ENTRY=ShadeOpaque_Direct_Fptl_DebugDisplay USE_FPTL_LIGHTLIST DEBUG_DISPLAY |
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#pragma kernel ShadeOpaque_Direct_Clustered SHADE_OPAQUE_ENTRY=ShadeOpaque_Direct_Clustered USE_CLUSTERED_LIGHTLIST |
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#pragma kernel ShadeOpaque_Direct_Clustered_DebugDisplay SHADE_OPAQUE_ENTRY=ShadeOpaque_Direct_Clustered_DebugDisplay USE_CLUSTERED_LIGHTLIST DEBUG_DISPLAY |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant0 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant0 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=0 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant1 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant1 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=1 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant2 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant2 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=2 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant3 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant3 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=3 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant4 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant4 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=4 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant5 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant5 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=5 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant6 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant6 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=6 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant7 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant7 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=7 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant8 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant8 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=8 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant9 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant9 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=9 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant10 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant10 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=10 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant11 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant11 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=11 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant12 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant12 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=12 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant13 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant13 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=13 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant14 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant14 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=14 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant15 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant15 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=15 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant0 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant0 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=0 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant1 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant1 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=1 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant2 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant2 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=2 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant3 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant3 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=3 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant4 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant4 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=4 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant5 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant5 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=5 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant6 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant6 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=6 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant7 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant7 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=7 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant8 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant8 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=8 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant9 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant9 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=9 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant10 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant10 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=10 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant11 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant11 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=11 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant12 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant12 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=12 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant13 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant13 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=13 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant14 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant14 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=14 |
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#pragma kernel ShadeOpaque_Indirect_Clustered_Variant15 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant15 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=15 |
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|
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#pragma #pragma enable_d3d11_debug_symbols |
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|
|||
// Split lighting is required for the SSS pass. |
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// Not currently possible since we need to access the stencil buffer from the compute shader. |
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// #pragma multi_compile _ OUTPUT_SPLIT_LIGHTING |
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|
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#define LIGHTLOOP_TILE_PASS 1 |
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#define LIGHTLOOP_TILE_DIRECT 1 |
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#define LIGHTLOOP_TILE_INDIRECT 1 |
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#define LIGHTLOOP_TILE_ALL 1 |
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|
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//------------------------------------------------------------------------------------- |
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// Include |
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//------------------------------------------------------------------------------------- |
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|
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#include "../../../ShaderLibrary/Common.hlsl" |
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#include "../../Debug/DebugDisplay.hlsl" |
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|
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// Note: We have fix as guidelines that we have only one deferred material (with control of GBuffer enabled). Mean a users that add a new |
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// deferred material must replace the old one here. If in the future we want to support multiple layout (cause a lot of consistency problem), |
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// the deferred shader will require to use multicompile. |
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#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl |
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#include "../../ShaderConfig.cs.hlsl" |
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#include "../../ShaderVariables.hlsl" |
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#include "../../Lighting/Lighting.hlsl" // This include Material.hlsl |
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#include "../../Lighting/TilePass/FeatureFlags.hlsl" |
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//------------------------------------------------------------------------------------- |
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// variable declaration |
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//------------------------------------------------------------------------------------- |
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|
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DECLARE_GBUFFER_TEXTURE(_GBufferTexture); |
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|
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#ifdef OUTPUT_SPLIT_LIGHTING |
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RWTexture2D<float4> specularLightingUAV; |
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RWTexture2D<float3> diffuseLightingUAV; |
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#else |
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RWTexture2D<float4> combinedLightingUAV; |
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#endif |
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|
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#if USE_INDIRECT |
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uint g_TileListOffset; |
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StructuredBuffer<uint> g_TileList; |
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// Indirect |
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[numthreads(16, 16, 1)] |
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void SHADE_OPAQUE_ENTRY(uint2 groupThreadId : SV_GroupThreadID, uint groupId : SV_GroupID) |
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{ |
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uint tileIndex = g_TileList[g_TileListOffset + groupId]; |
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uint2 tileCoord = uint2(tileIndex & 0xFFFF, tileIndex >> 16); |
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uint2 pixelCoord = tileCoord * GetTileSize() + groupThreadId; |
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|
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PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, tileCoord); |
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uint featureFlags = TileVariantToFeatureFlags(VARIANT); |
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#else |
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// Direct |
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[numthreads(16, 16, 1)] |
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void SHADE_OPAQUE_ENTRY(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupId : SV_GroupID) |
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{ |
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uint2 pixelCoord = dispatchThreadId; |
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PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, groupId); |
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uint featureFlags = 0xFFFFFFFF; |
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#endif |
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|
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float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.unPositionSS).x; |
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UpdatePositionInput(depth, _InvViewProjMatrix, _ViewProjMatrix, posInput); |
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float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS); |
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|
|||
FETCH_GBUFFER(gbuffer, _GBufferTexture, posInput.unPositionSS); |
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BSDFData bsdfData; |
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float3 bakeDiffuseLighting; |
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DECODE_FROM_GBUFFER(gbuffer, featureFlags, bsdfData, bakeDiffuseLighting); |
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|
|||
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData); |
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|
|||
float3 diffuseLighting; |
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float3 specularLighting; |
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LightLoop(V, posInput, preLightData, bsdfData, bakeDiffuseLighting, featureFlags, diffuseLighting, specularLighting); |
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|
|||
#ifdef OUTPUT_SPLIT_LIGHTING |
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specularLightingUAV[pixelCoord] = float4(specularLighting, 1.0); |
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diffuseLightingUAV[pixelCoord] = diffuseLighting; |
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#else |
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combinedLightingUAV[pixelCoord] = float4(diffuseLighting + specularLighting, 1.0); |
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#endif |
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} |
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|
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#pragma kernel ShadeOpaque_Direct_Fptl SHADE_OPAQUE_ENTRY=ShadeOpaque_Direct_Fptl USE_FPTL_LIGHTLIST |
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#pragma kernel ShadeOpaque_Direct_Fptl_DebugDisplay SHADE_OPAQUE_ENTRY=ShadeOpaque_Direct_Fptl_DebugDisplay USE_FPTL_LIGHTLIST DEBUG_DISPLAY |
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#pragma kernel ShadeOpaque_Direct_Clustered SHADE_OPAQUE_ENTRY=ShadeOpaque_Direct_Clustered USE_CLUSTERED_LIGHTLIST |
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#pragma kernel ShadeOpaque_Direct_Clustered_DebugDisplay SHADE_OPAQUE_ENTRY=ShadeOpaque_Direct_Clustered_DebugDisplay USE_CLUSTERED_LIGHTLIST DEBUG_DISPLAY |
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|
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant0 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant0 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=0 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant1 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant1 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=1 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant2 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant2 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=2 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant3 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant3 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=3 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant4 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant4 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=4 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant5 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant5 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=5 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant6 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant6 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=6 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant7 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant7 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=7 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant8 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant8 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=8 |
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#pragma kernel ShadeOpaque_Indirect_Fptl_Variant9 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant9 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=9 |
|||
#pragma kernel ShadeOpaque_Indirect_Fptl_Variant10 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant10 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=10 |
|||
#pragma kernel ShadeOpaque_Indirect_Fptl_Variant11 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant11 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=11 |
|||
#pragma kernel ShadeOpaque_Indirect_Fptl_Variant12 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant12 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=12 |
|||
#pragma kernel ShadeOpaque_Indirect_Fptl_Variant13 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant13 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=13 |
|||
#pragma kernel ShadeOpaque_Indirect_Fptl_Variant14 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant14 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=14 |
|||
#pragma kernel ShadeOpaque_Indirect_Fptl_Variant15 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Fptl_Variant15 USE_FPTL_LIGHTLIST USE_INDIRECT VARIANT=15 |
|||
|
|||
#pragma kernel ShadeOpaque_Indirect_Clustered_Variant0 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant0 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=0 |
|||
#pragma kernel ShadeOpaque_Indirect_Clustered_Variant1 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant1 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=1 |
|||
#pragma kernel ShadeOpaque_Indirect_Clustered_Variant2 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant2 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=2 |
|||
#pragma kernel ShadeOpaque_Indirect_Clustered_Variant3 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant3 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=3 |
|||
#pragma kernel ShadeOpaque_Indirect_Clustered_Variant4 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant4 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=4 |
|||
#pragma kernel ShadeOpaque_Indirect_Clustered_Variant5 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant5 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=5 |
|||
#pragma kernel ShadeOpaque_Indirect_Clustered_Variant6 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant6 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=6 |
|||
#pragma kernel ShadeOpaque_Indirect_Clustered_Variant7 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant7 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=7 |
|||
#pragma kernel ShadeOpaque_Indirect_Clustered_Variant8 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant8 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=8 |
|||
#pragma kernel ShadeOpaque_Indirect_Clustered_Variant9 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant9 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=9 |
|||
#pragma kernel ShadeOpaque_Indirect_Clustered_Variant10 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant10 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=10 |
|||
#pragma kernel ShadeOpaque_Indirect_Clustered_Variant11 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant11 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=11 |
|||
#pragma kernel ShadeOpaque_Indirect_Clustered_Variant12 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant12 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=12 |
|||
#pragma kernel ShadeOpaque_Indirect_Clustered_Variant13 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant13 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=13 |
|||
#pragma kernel ShadeOpaque_Indirect_Clustered_Variant14 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant14 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=14 |
|||
#pragma kernel ShadeOpaque_Indirect_Clustered_Variant15 SHADE_OPAQUE_ENTRY=ShadeOpaque_Indirect_Clustered_Variant15 USE_CLUSTERED_LIGHTLIST USE_INDIRECT VARIANT=15 |
|||
|
|||
#pragma #pragma enable_d3d11_debug_symbols |
|||
|
|||
// Split lighting is required for the SSS pass. |
|||
// Not currently possible since we need to access the stencil buffer from the compute shader. |
|||
// #pragma multi_compile _ OUTPUT_SPLIT_LIGHTING |
|||
|
|||
#define LIGHTLOOP_TILE_PASS 1 |
|||
#define LIGHTLOOP_TILE_DIRECT 1 |
|||
#define LIGHTLOOP_TILE_INDIRECT 1 |
|||
#define LIGHTLOOP_TILE_ALL 1 |
|||
|
|||
//------------------------------------------------------------------------------------- |
|||
// Include |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
#include "../../../../ShaderLibrary/Common.hlsl" |
|||
#include "../../../Debug/DebugDisplay.hlsl" |
|||
|
|||
// Note: We have fix as guidelines that we have only one deferred material (with control of GBuffer enabled). Mean a users that add a new |
|||
// deferred material must replace the old one here. If in the future we want to support multiple layout (cause a lot of consistency problem), |
|||
// the deferred shader will require to use multicompile. |
|||
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl |
|||
#include "../../../ShaderConfig.cs.hlsl" |
|||
#include "../../../ShaderVariables.hlsl" |
|||
#include "../../../Lighting/Lighting.hlsl" // This include Material.hlsl |
|||
#include "../../../Lighting/TilePass/FeatureFlags.hlsl" |
|||
//------------------------------------------------------------------------------------- |
|||
// variable declaration |
|||
//------------------------------------------------------------------------------------- |
|||
|
|||
DECLARE_GBUFFER_TEXTURE(_GBufferTexture); |
|||
|
|||
#ifdef OUTPUT_SPLIT_LIGHTING |
|||
RWTexture2D<float4> specularLightingUAV; |
|||
RWTexture2D<float3> diffuseLightingUAV; |
|||
#else |
|||
RWTexture2D<float4> combinedLightingUAV; |
|||
#endif |
|||
|
|||
#if USE_INDIRECT |
|||
uint g_TileListOffset; |
|||
StructuredBuffer<uint> g_TileList; |
|||
// Indirect |
|||
[numthreads(16, 16, 1)] |
|||
void SHADE_OPAQUE_ENTRY(uint2 groupThreadId : SV_GroupThreadID, uint groupId : SV_GroupID) |
|||
{ |
|||
uint tileIndex = g_TileList[g_TileListOffset + groupId]; |
|||
uint2 tileCoord = uint2(tileIndex & 0xFFFF, tileIndex >> 16); |
|||
uint2 pixelCoord = tileCoord * GetTileSize() + groupThreadId; |
|||
|
|||
PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, tileCoord); |
|||
uint featureFlags = TileVariantToFeatureFlags(VARIANT); |
|||
#else |
|||
// Direct |
|||
[numthreads(16, 16, 1)] |
|||
void SHADE_OPAQUE_ENTRY(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupId : SV_GroupID) |
|||
{ |
|||
uint2 pixelCoord = dispatchThreadId; |
|||
PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, groupId); |
|||
uint featureFlags = 0xFFFFFFFF; |
|||
#endif |
|||
|
|||
float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.unPositionSS).x; |
|||
UpdatePositionInput(depth, _InvViewProjMatrix, _ViewProjMatrix, posInput); |
|||
float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS); |
|||
|
|||
FETCH_GBUFFER(gbuffer, _GBufferTexture, posInput.unPositionSS); |
|||
BSDFData bsdfData; |
|||
float3 bakeDiffuseLighting; |
|||
DECODE_FROM_GBUFFER(gbuffer, featureFlags, bsdfData, bakeDiffuseLighting); |
|||
|
|||
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData); |
|||
|
|||
float3 diffuseLighting; |
|||
float3 specularLighting; |
|||
LightLoop(V, posInput, preLightData, bsdfData, bakeDiffuseLighting, featureFlags, diffuseLighting, specularLighting); |
|||
|
|||
#ifdef OUTPUT_SPLIT_LIGHTING |
|||
specularLightingUAV[pixelCoord] = float4(specularLighting, 1.0); |
|||
diffuseLightingUAV[pixelCoord] = diffuseLighting; |
|||
#else |
|||
combinedLightingUAV[pixelCoord] = float4(diffuseLighting + specularLighting, 1.0); |
|||
#endif |
|||
} |
|||
|
1001
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