比较提交

...
此合并请求有变更与目标分支冲突。
/ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Shadows.hlsl
/ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineAsset.cs
/ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
/Tests/GraphicsTests/RenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset
/ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/LightweightAssetEditor.cs

3 次代码提交

作者 SHA1 备注 提交日期
Felipe Lira 2c485ade Added Tanks scene. 7 年前
Felipe Lira 4c6c80fe Fixed cascade UI 7 年前
Felipe Lira 9d9d5435 Initial prototype. 7 年前
共有 286 个文件被更改,包括 9541 次插入3 次删除
  1. 3
      Tests/GraphicsTests/RenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset
  2. 14
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Shadows.hlsl
  3. 7
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineAsset.cs
  4. 26
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/LightweightAssetEditor.cs
  5. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
  6. 9
      Animators.meta
  7. 9
      AudioClips.meta
  8. 7
      CHANGELOG.md.meta
  9. 9
      Editor.meta
  10. 9
      Fonts.meta
  11. 9
      Materials.meta
  12. 9
      Models.meta
  13. 16
      PostProcessStrippingConfig.asset
  14. 8
      PostProcessStrippingConfig.asset.meta
  15. 9
      Prefabs.meta
  16. 9
      Profiles.meta
  17. 26
      Readme.asset
  18. 8
      Readme.asset.meta
  19. 8
      Scenes.meta
  20. 9
      Scripts.meta
  21. 9
      Sprites.meta
  22. 9
      TutorialInfo.meta
  23. 9
      _Complete-Game.meta
  24. 779
      _Complete-Game.unity
  25. 8
      _Complete-Game.unity.meta
  26. 9
      _Completed-Assets.meta
  27. 69
      Animators/Pumpjack.controller
  28. 8
      Animators/Pumpjack.controller.meta
  29. 21
      AudioClips/BackgroundMusic.wav.meta
  30. 1001
      AudioClips/EngineDriving.aif
  31. 21
      AudioClips/EngineDriving.aif.meta
  32. 1001
      AudioClips/EngineIdle.aif
  33. 21
      AudioClips/EngineIdle.aif.meta
  34. 879
      AudioClips/ShellExplosion.wav
  35. 21
      AudioClips/ShellExplosion.wav.meta
  36. 1001
      AudioClips/ShotCharging.wav
  37. 21
      AudioClips/ShotCharging.wav.meta
  38. 1001
      AudioClips/ShotFiring.wav
  39. 21
      AudioClips/ShotFiring.wav.meta
  40. 1001
      AudioClips/TankExplosion.wav
  41. 21
      AudioClips/TankExplosion.wav.meta
  42. 15
      Editor/MoveSceneViewCamera.cs
  43. 12
      Editor/MoveSceneViewCamera.cs.meta
  44. 9
      Fonts/Bowlby_One.meta
  45. 518
      Fonts/Bowlby_One/BowlbyOne-Regular.ttf
  46. 18
      Fonts/Bowlby_One/BowlbyOne-Regular.ttf.meta
  47. 93
      Fonts/Bowlby_One/OFL.txt
  48. 8
      Fonts/Bowlby_One/OFL.txt.meta
  49. 88
      Materials/Blue.mat
  50. 8
      Materials/Blue.mat.meta
  51. 88
      Materials/Brown.mat
  52. 8
      Materials/Brown.mat.meta
  53. 86
      Materials/BuildingGlass.mat
  54. 8
      Materials/BuildingGlass.mat.meta
  55. 86
      Materials/BuildingGrey.mat
  56. 8
      Materials/BuildingGrey.mat.meta
  57. 86
      Materials/BuildingMetal.mat
  58. 8
      Materials/BuildingMetal.mat.meta
  59. 86
      Materials/BuildingStone.mat
  60. 8
      Materials/BuildingStone.mat.meta
  61. 86
      Materials/BuildingWhite.mat
  62. 8
      Materials/BuildingWhite.mat.meta
  63. 94
      Materials/Dust.mat
  64. 8
      Materials/Dust.mat.meta
  65. 94
      Materials/Explosion.mat
  66. 8
      Materials/Explosion.mat.meta
  67. 88
      Materials/Gold.mat
  68. 8
      Materials/Gold.mat.meta
  69. 88
      Materials/Green.mat
  70. 8
      Materials/Green.mat.meta
  71. 88
      Materials/Grey.mat
  72. 8
      Materials/Grey.mat.meta
  73. 86
      Materials/OilDrums.mat
  74. 8
      Materials/OilDrums.mat.meta
  75. 88
      Materials/Red.mat
  76. 8
      Materials/Red.mat.meta
  77. 94
      Materials/Smoke.mat
  78. 8
      Materials/Smoke.mat.meta
  79. 88
      Materials/TankColour.mat
  80. 8
      Materials/TankColour.mat.meta
  81. 88
      Materials/TankGrey.mat
  82. 8
      Materials/TankGrey.mat.meta
  83. 88
      Materials/TankLights.mat
  84. 8
      Materials/TankLights.mat.meta

3
Tests/GraphicsTests/RenderPipeline/LightweightPipeline/LightweightPipelineAsset.asset


m_ShadowType: 1
m_ShadowAtlasResolution: 2048
m_ShadowNearPlaneOffset: 2
m_ShadowDistance: 50
m_ShadowDistance: 200
m_CascadeBiasOffset: {x: 0, y: 0, z: 0}
m_ResourcesAsset: {fileID: 11400000, guid: aac5a08c32552a14c89394b703f1978a, type: 2}

14
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/Shadows.hlsl


float4 _ShadowmapSize; // (xy: 1/width and 1/height, zw: width and height)
CBUFFER_END
float4 _ShadowCascadeBiasOffset;
#if UNITY_REVERSED_Z
#define BEYOND_SHADOW_FAR(shadowCoord) shadowCoord.z <= UNITY_RAW_FAR_CLIP_VALUE
#else

float4 ComputeScreenSpaceShadowCoords(float3 positionWS)
{
#ifdef _SHADOWS_CASCADE
#ifdef _SHADOWS_CASCADE
return mul(_WorldToShadow[cascadeIndex], float4(positionWS, 1.0));
float4 coord = mul(_WorldToShadow[cascadeIndex], float4(positionWS, 1.0));
#if UNITY_REVERSED_Z
coord.z += _ShadowCascadeBiasOffset[cascadeIndex];
#else
coord.z -= _ShadowCascadeBiasOffset[cascadeIndex];
#endif
return coord;
#else
return mul(_WorldToShadow[0], float4(positionWS, 1.0));
#endif

7
ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineAsset.cs


public class LightweightPipelineAsset : RenderPipelineAsset
{
private const int PACKAGE_MANAGER_PATH_INDEX = 1;
private Shader m_DefaultShader;
public static readonly string m_SearchPathProject = "Assets";
public static readonly string m_SearchPathPackage = "Packages/com.unity.render-pipelines.lightweight";

[SerializeField] private ShadowCascades m_ShadowCascades = ShadowCascades.FOUR_CASCADES;
[SerializeField] private float m_Cascade2Split = 0.25f;
[SerializeField] private Vector3 m_Cascade4Split = new Vector3(0.067f, 0.2f, 0.467f);
[SerializeField] private Vector4 m_CascadeBiasOffset = new Vector4(0.0f, 0.0f, 0.0f, 0.0f);
[SerializeField]
private LightweightPipelineResources m_ResourcesAsset;

{
get { return m_Cascade4Split; }
private set { m_Cascade4Split = value; }
}
public Vector4 CascadeBiasOffset
{
get { return m_CascadeBiasOffset; }
}
public override Material GetDefaultMaterial()

26
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/LightweightAssetEditor.cs


public static GUIContent shadowCascadeSplit = new GUIContent("Cascades Split",
"Percentages to split shadow volume");
public static GUIContent shadowCascadeBias = new GUIContent("Shadow Cascade Bias Offset", "Applies a global bias to shadow cascade");
public static GUIContent hdrContent = new GUIContent("HDR", "Controls the global HDR settings.");
public static GUIContent msaaContent = new GUIContent("Anti Aliasing (MSAA)", "Controls the global anti aliasing settings.");

private SerializedProperty m_ShadowCascade4SplitProp;
private SerializedProperty m_HDR;
private SerializedProperty m_MSAA;
private SerializedProperty m_ShadowCascadeBias;
void OnEnable()
{

m_ShadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split");
m_HDR = serializedObject.FindProperty("m_SupportsHDR");
m_MSAA = serializedObject.FindProperty("m_MSAA");
m_ShadowCascadeBias = serializedObject.FindProperty("m_CascadeBiasOffset");
m_ShowSoftParticles.valueChanged.AddListener(Repaint);
m_ShowSoftParticles.value = m_RequireSoftParticlesProp.boolValue;

EditorGUILayout.PropertyField(prop, content);
}
void DrawShadowCascadeBiasOffset(int cascadeCount)
{
Vector4 cascadeBiasOffset = m_ShadowCascadeBias.vector4Value;
EditorGUI.BeginChangeCheck();
for (int i = 0; i < cascadeCount; ++i)
{
EditorGUILayout.BeginHorizontal();
cascadeBiasOffset[i] = Mathf.Max(0.0f, EditorGUILayout.FloatField(string.Format("Cascade {0} Bias Offset: ", i), cascadeBiasOffset[i]));
EditorGUILayout.EndHorizontal();
}
if (EditorGUI.EndChangeCheck())
m_ShadowCascadeBias.vector4Value = cascadeBiasOffset;
}
public override void OnInspectorGUI()
{
serializedObject.Update();

CoreEditorUtils.DrawPopup(Styles.shadowCascades, m_ShadowCascadesProp, Styles.shadowCascadeOptions);
ShadowCascades cascades = (ShadowCascades)m_ShadowCascadesProp.intValue;
{
DrawShadowCascadeBiasOffset(4);
}
{
DrawShadowCascadeBiasOffset(2);
}
EditorGUI.indentLevel--;

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs


cmd.SetGlobalVector(ShadowConstantBuffer._ShadowOffset2, new Vector4(-invHalfShadowResolution, invHalfShadowResolution, 0.0f, 0.0f));
cmd.SetGlobalVector(ShadowConstantBuffer._ShadowOffset3, new Vector4(invHalfShadowResolution, invHalfShadowResolution, 0.0f, 0.0f));
cmd.SetGlobalVector(ShadowConstantBuffer._ShadowmapSize, new Vector4(invShadowResolution, invShadowResolution, m_Asset.ShadowAtlasResolution, m_Asset.ShadowAtlasResolution));
cmd.SetGlobalVector("_ShadowCascadeBiasOffset", m_Asset.CascadeBiasOffset);
}
private void SetShaderKeywords(CommandBuffer cmd, ref LightData lightData, List<VisibleLight> visibleLights)

9
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text: Each tutorial project has a dedicated forum thread to accompany it. If you
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AudioClips/ShotCharging.wav.meta


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AudioClips/ShotFiring.wav
文件差异内容过多而无法显示
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21
AudioClips/ShotFiring.wav.meta


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AudioClips/TankExplosion.wav
文件差异内容过多而无法显示
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AudioClips/TankExplosion.wav.meta


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Editor/MoveSceneViewCamera.cs


using UnityEditor;
using UnityEngine;
public class MoveSceneViewCamera
{
[MenuItem ("Window/Position Scene View Camera")]
static void PositionCamera ()
{
SceneView.lastActiveSceneView.pivot = new Vector3(-147f, 23.5f, 237f);
SceneView.lastActiveSceneView.rotation = Quaternion.Euler (0f, 150f, 0f);
SceneView.lastActiveSceneView.orthographic = true;
SceneView.lastActiveSceneView.size = 100f;
Selection.activeGameObject = Camera.main.gameObject;
}
}

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Editor/MoveSceneViewCamera.cs.meta


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Fonts/Bowlby_One.meta


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Fonts/Bowlby_One/BowlbyOne-Regular.ttf


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 4 2Copyright (c) 2011 by vernon adams (vern@newtypography.co.uk), with Reserved Font Names "Bowlby" "Bowlby One" and "Bowlby One SC". This Font Software is licensed under the SIL Open Font License, Version 1.1. This license is available with a FAQ at: http://scripts.sil.org/OFLBowlby OneRegularvernonadams: Bowlby One SC: 2011Bowlby OneVersion 1.000BowlbyOneBowlby One is a trademark of vernon adams.vernon adamsvernon adamsCopyright (c) 2011 by vernon adams (vern@newtypography.co.uk), with Reserved Font Names "Bowlby" "Bowlby One" and "Bowlby One SC". This Font Software is licensed under the SIL Open Font License, Version 1.1. This license is available with a FAQ at: http://scripts.sil.org/OFLhttp://www.newtypography.co.ukhttp://www.newtypography.co.ukCopyright (c) 2011 by vernon adams (vern@newtypography.co.uk), with Reserved Font Names "Bowlby" "Bowlby One" and "Bowlby One SC". This Font Software is licensed under the SIL Open Font License, Version 1.1. This license is available with a FAQ at: http://scripts.sil.org/OFLhttp://scripts.sil.org/OFLCopyright (c) 2011 by vernon adams (vern@newtypography.co.uk), with Reserved Font Names "Bowlby" "Bowlby One" and "Bowlby One SC". This Font Software is licensed under the SIL Open Font License, Version 1.1. This license is available with a FAQ at: http://scripts.sil.org/OFLBowlby OneRegularvernonadams: Bowlby One SC: 2011Bowlby OneVersion 1.000BowlbyOneBowlby One is a trademark of vernon adams.vernon adamsvernon adamsCopyright (c) 2011 by vernon adams (vern@newtypography.co.uk), with Reserved Font Names "Bowlby" "Bowlby One" and "Bowlby One SC". This Font Software is licensed under the SIL Open Font License, Version 1.1. This license is available with a FAQ at: http://scripts.sil.org/OFLhttp://www.newtypography.co.ukhttp://www.newtypography.co.ukCopyright (c) 2011 by vernon adams (vern@newtypography.co.uk), with Reserved Font Names "Bowlby" "Bowlby One" and "Bowlby One SC". This Font Software is licensed under the SIL Open Font License, Version 1.1. This license is available with a FAQ at: http://scripts.sil.org/OFLhttp://scripts.sil.org/OFL�ff%
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18
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93
Fonts/Bowlby_One/OFL.txt


Copyright (c) 2011 by vernon adams (vern@newtypography.co.uk),
with Reserved Font Names "Bowlby" "Bowlby One" and "Bowlby One SC"
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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