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36 行
1.5 KiB
36 行
1.5 KiB
#ifndef UNITY_LIGHTING_INCLUDED
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#define UNITY_LIGHTING_INCLUDED
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#include "CommonLighting.hlsl"
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#include "CommonShadow.hlsl"
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#include "Sampling.hlsl"
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#include "AreaLighting.hlsl"
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#include "ImageBasedLighting.hlsl"
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// The light loop (or lighting architecture) is in charge to:
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// - Define light list
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// - Define the light loop
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// - Setup the constant/data
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// - Do the reflection hierarchy
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// - Provide sampling function for shadowmap, ies, cookie and reflection (depends on the specific use with the light loops like index array or atlas or single and texture format (cubemap/latlong))
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#define HAS_LIGHTLOOP // Allow to not define LightLoop related function in Material.hlsl
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#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/LightDefinition.cs.hlsl"
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#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/LightUtilities.hlsl"
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#if defined(LIGHTLOOP_SINGLE_PASS) || defined(LIGHTLOOP_TILE_PASS)
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#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePass.hlsl"
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#endif
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// Shadow use samling function define in header above and must be include before Material.hlsl
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#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Shadow/Shadow.hlsl"
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#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Material/Material.hlsl"
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// LightLoop use evaluation BSDF function for light type define in Material.hlsl
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#if defined(LIGHTLOOP_SINGLE_PASS) || defined(LIGHTLOOP_TILE_PASS)
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#include "Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePassLoop.hlsl"
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#endif
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#endif // UNITY_LIGHTING_INCLUDED
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