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:srp_batcher
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。
/SampleScenes/Common/Scripts/MiniProfiler.cs
/SampleScenes/HDTest/NewBatcherBench1.unity
/SampleScenes/HDTest/NewBatcherBench2.unity
/SampleScenes/LightweightPipeline/LWBatcherBench1.unity
/SampleScenes/LightweightPipeline/LWBatcherBench1.unity.meta
/SampleScenes/LightweightPipeline/LWBatcherBench2.unity
/SampleScenes/LightweightPipeline/LWBatcherBench2.unity.meta
/SampleScenes/LightweightPipeline/Materials/PBR.meta
/SampleScenes/LightweightPipeline/Materials/PBR
/SampleScenes/Common/Scripts/ObjMover.cs
/SampleScenes/Common/Scripts/ObjMover.cs.meta
/SampleScenes/Common/Scripts/SetRandomColor.cs
/SampleScenes/Common/Scripts/SetRandomColor.cs.meta
/SampleScenes/HDTest/NewBatcherTest/matbench_1_GPU.mat
/SampleScenes/HDTest/NewBatcherTest/matbench_1_GPU.mat.meta
/SampleScenes/HDTest/NewBatcherBench1GPUInstance.unity
/SampleScenes/HDTest/NewBatcherBench1GPUInstance.unity.meta
/SampleScenes/HDTest/NewBatcherBench1None.unity.meta
/SampleScenes/HDTest/NewBatcherBench3.unity
/SampleScenes/HDTest/NewBatcherBench3.unity.meta
/SampleScenes/HDTest/NewBatcherBench4.unity
/SampleScenes/HDTest/NewBatcherBench4.unity.meta
/SampleScenes/HDTest/NewBatcherBench5.unity
/SampleScenes/HDTest/NewBatcherBench5.unity.meta
/SampleScenes/HDTest/NewBatcherBench6.unity
/SampleScenes/HDTest/NewBatcherBench6.unity.meta
/SampleScenes/HDTest/AnimBench.unity
/SampleScenes/HDTest/AnimBench.unity.meta
/SampleScenes/HDTest/NewBatcherBench1None.unity
3 次代码提交
main
...
srp_batcher
作者 | SHA1 | 备注 | 提交日期 |
---|---|---|---|
Arnaud Carre | 69a3f7fb | new test scene with animated skin mesh | 7 年前 |
Arnaud Carre | cc481a87 | added real time moving light to HD bench2 scene | 7 年前 |
Arnaud Carre | b5aa0bdd | new SRP batcher scene test ( HD + LT ) | 7 年前 |
共有 35 个文件被更改,包括 7728 次插入 和 55 次删除
-
72SampleScenes/Common/Scripts/MiniProfiler.cs
-
7SampleScenes/LightweightPipeline/LWBatcherBench1.unity.meta
-
7SampleScenes/LightweightPipeline/LWBatcherBench2.unity.meta
-
8SampleScenes/LightweightPipeline/Materials/PBR.meta
-
29SampleScenes/Common/Scripts/ObjMover.cs
-
11SampleScenes/Common/Scripts/ObjMover.cs.meta
-
35SampleScenes/Common/Scripts/SetRandomColor.cs
-
11SampleScenes/Common/Scripts/SetRandomColor.cs.meta
-
268SampleScenes/HDTest/NewBatcherTest/matbench_1_GPU.mat
-
8SampleScenes/HDTest/NewBatcherTest/matbench_1_GPU.mat.meta
-
1001SampleScenes/HDTest/NewBatcherBench1GPUInstance.unity
-
7SampleScenes/HDTest/NewBatcherBench1GPUInstance.unity.meta
-
7SampleScenes/HDTest/NewBatcherBench1None.unity.meta
-
1001SampleScenes/HDTest/NewBatcherBench3.unity
-
7SampleScenes/HDTest/NewBatcherBench3.unity.meta
-
1001SampleScenes/HDTest/NewBatcherBench4.unity
-
7SampleScenes/HDTest/NewBatcherBench4.unity.meta
-
1001SampleScenes/HDTest/NewBatcherBench5.unity
-
7SampleScenes/HDTest/NewBatcherBench5.unity.meta
-
1001SampleScenes/HDTest/NewBatcherBench6.unity
-
7SampleScenes/HDTest/NewBatcherBench6.unity.meta
-
1001SampleScenes/HDTest/AnimBench.unity
-
8SampleScenes/HDTest/AnimBench.unity.meta
-
1001SampleScenes/HDTest/NewBatcherBench1None.unity
-
82SampleScenes/LightweightPipeline/Materials/PBR/emissive_cyan.mat
-
8SampleScenes/LightweightPipeline/Materials/PBR/emissive_cyan.mat.meta
-
82SampleScenes/LightweightPipeline/Materials/PBR/emissive_pink.mat
-
8SampleScenes/LightweightPipeline/Materials/PBR/emissive_pink.mat.meta
-
82SampleScenes/LightweightPipeline/Materials/PBR/emissive_yellow.mat
-
8SampleScenes/LightweightPipeline/Materials/PBR/emissive_yellow.mat.meta
|
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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|
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public class ObjMover : MonoBehaviour { |
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public GameObject m_obj; |
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public float m_radius; |
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public float m_speed; |
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public float m_phase0; |
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private Vector3 m_origin; |
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private float m_angle; |
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|
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// Use this for initialization
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void Start () |
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{ |
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m_origin = m_obj.transform.position; |
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m_angle = m_phase0; |
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} |
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|
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// Update is called once per frame
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void Update () |
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{ |
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Vector3 pos = m_origin + new Vector3(m_radius * Mathf.Cos(m_angle), 0.0f, m_radius * Mathf.Sin(m_angle)); |
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m_obj.transform.position = pos; |
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m_angle += Time.deltaTime * m_speed; |
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} |
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} |
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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|
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public class SetRandomColor : MonoBehaviour { |
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|
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public bool createDifferentMaterial = true; |
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|
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// Use this for initialization
|
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void Start () |
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{ |
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Animator[] objA = FindObjectsOfType<Animator>(); |
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foreach (Animator o in objA) |
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{ |
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float t = Random.value * 4.0f; |
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o.Update(t); |
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} |
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|
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|
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|
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UnityEngine.Object[] obj = Object.FindObjectsOfType(typeof (UnityEngine.SkinnedMeshRenderer)); |
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foreach (Object o in obj) |
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{ |
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// go.material.color = ;
|
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UnityEngine.SkinnedMeshRenderer r = (UnityEngine.SkinnedMeshRenderer)o; |
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r.material.SetColor("_BaseColor", Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f)); |
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} |
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|
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} |
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// Update is called once per frame
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void Update () { |
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} |
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_NORMALMAP _NORMALMAP_TANGENT_SPACE |
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