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#ifndef UNITY_LIGHTING_INCLUDED
#define UNITY_LIGHTING_INCLUDED
#include "CommonLighting.hlsl"
#include "CommonShadow.hlsl"
#include "Sampling.hlsl"
#include "AreaLighting.hlsl"
#include "ImageBasedLighting.hlsl"
// The light loop (or lighting architecture) is in charge to:
// - Define light list
// - Define the light loop
// - Setup the constant/data
// - Do the reflection hierarchy
// - 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))
#define HAS_LIGHTLOOP // Allow to not define LightLoop related function in Material.hlsl
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightDefinition.cs.hlsl"
#ifdef LIGHTLOOP_SINGLE_PASS
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePass.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/LightUtilities.hlsl"
#elif defined(LIGHTLOOP_TILE_PASS)
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.hlsl"
#endif
// Shadow use samling function define in header above and must be include before Material.hlsl
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shadow/Shadow.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Material/Material.hlsl"
// LightLoop use evaluation BSDF function for light type define in Material.hlsl
#ifdef LIGHTLOOP_SINGLE_PASS
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/SinglePass/SinglePassLoop.hlsl"
#elif defined(LIGHTLOOP_TILE_PASS)
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePassLoop.hlsl"
#endif
#endif // UNITY_LIGHTING_INCLUDED