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182 行
9.8 KiB
182 行
9.8 KiB
using UnityEngine.Serialization;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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public class RenderPipelineResources : ScriptableObject
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{
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const int currentVersion = 2;
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[SerializeField]
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[FormerlySerializedAs("version")]
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int m_Version = 1;
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// Default Material / Shader
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public Material defaultDiffuseMaterial;
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public Material defaultMirrorMaterial;
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public Material defaultDecalMaterial;
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public Shader defaultShader;
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// Debug
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public Texture2D debugFontTexture;
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public Shader debugDisplayLatlongShader;
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public Shader debugViewMaterialGBufferShader;
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public Shader debugViewTilesShader;
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public Shader debugFullScreenShader;
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public Shader debugColorPickerShader;
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// Lighting resources
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public Shader deferredShader;
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public ComputeShader colorPyramidCS;
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public ComputeShader depthPyramidCS;
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public ComputeShader copyChannelCS;
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public ComputeShader texturePaddingCS;
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public ComputeShader applyDistortionCS;
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// Lighting tile pass resources
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public ComputeShader clearDispatchIndirectShader;
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public ComputeShader buildDispatchIndirectShader;
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public ComputeShader buildScreenAABBShader;
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public ComputeShader buildPerTileLightListShader; // FPTL
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public ComputeShader buildPerBigTileLightListShader;
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public ComputeShader buildPerVoxelLightListShader; // clustered
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public ComputeShader buildMaterialFlagsShader;
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public ComputeShader deferredComputeShader;
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public ComputeShader screenSpaceShadowComputeShader;
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public ComputeShader volumeVoxelizationCS;
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public ComputeShader volumetricLightingCS;
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public ComputeShader subsurfaceScatteringCS; // Disney SSS
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public Shader subsurfaceScattering; // Jimenez SSS
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public Shader combineLighting;
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// General
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public Shader cameraMotionVectors;
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public Shader copyStencilBuffer;
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public Shader copyDepthBuffer;
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public Shader blit;
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// Sky
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public Shader blitCubemap;
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public ComputeShader buildProbabilityTables;
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public ComputeShader computeGgxIblSampleData;
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public Shader GGXConvolve;
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public Shader opaqueAtmosphericScattering;
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public Shader hdriSky;
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public Shader integrateHdriSky;
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public Shader proceduralSky;
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public Shader skyboxCubemap;
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public Shader gradientSky;
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// Material
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public Shader preIntegratedFGD_GGXDisneyDiffuse;
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public Shader preIntegratedFGD_CharlieClothLambert;
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// Utilities / Core
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public ComputeShader encodeBC6HCS;
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public Shader cubeToPanoShader;
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public Shader blitCubeTextureFace;
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// Shadow
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public Shader shadowClearShader;
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public ComputeShader shadowBlurMoments;
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public Shader debugShadowMapShader;
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#if UNITY_EDITOR
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public void UpgradeIfNeeded()
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{
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if (m_Version != currentVersion)
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{
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Init();
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m_Version = currentVersion;
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}
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}
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// Note: move this to a static using once we can target C#6+
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T Load<T>(string path) where T : UnityEngine.Object
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{
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return AssetDatabase.LoadAssetAtPath<T>(path);
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}
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public void Init()
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{
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// Load default renderPipelineResources / Material / Shader
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string HDRenderPipelinePath = HDUtils.GetHDRenderPipelinePath();
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string CorePath = HDUtils.GetCorePath();
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defaultDiffuseMaterial = Load<Material>(HDRenderPipelinePath + "RenderPipelineResources/DefaultHDMaterial.mat");
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defaultMirrorMaterial = Load<Material>(HDRenderPipelinePath + "RenderPipelineResources/DefaultHDMirrorMaterial.mat");
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defaultDecalMaterial = Load<Material>(HDRenderPipelinePath + "RenderPipelineResources/DefaultHDDecalMaterial.mat");
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defaultShader = Load<Shader>(HDRenderPipelinePath + "Material/Lit/Lit.shader");
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debugFontTexture = Load<Texture2D>(HDRenderPipelinePath + "RenderPipelineResources/DebugFont.tga");
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debugDisplayLatlongShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugDisplayLatlong.Shader");
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debugViewMaterialGBufferShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugViewMaterialGBuffer.Shader");
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debugViewTilesShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugViewTiles.Shader");
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debugFullScreenShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugFullScreen.Shader");
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debugColorPickerShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugColorPicker.Shader");
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deferredShader = Load<Shader>(HDRenderPipelinePath + "Lighting/Deferred.Shader");
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colorPyramidCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/ColorPyramid.compute");
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depthPyramidCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/DepthPyramid.compute");
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copyChannelCS = Load<ComputeShader>(CorePath + "CoreResources/GPUCopy.compute");
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texturePaddingCS = Load<ComputeShader>(CorePath + "CoreResources/TexturePadding.compute");
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applyDistortionCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/ApplyDistorsion.compute");
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clearDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/cleardispatchindirect.compute");
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buildDispatchIndirectShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/builddispatchindirect.compute");
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buildScreenAABBShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/scrbound.compute");
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buildPerTileLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/lightlistbuild.compute");
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buildPerBigTileLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/lightlistbuild-bigtile.compute");
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buildPerVoxelLightListShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/lightlistbuild-clustered.compute");
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buildMaterialFlagsShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/materialflags.compute");
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deferredComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/Deferred.compute");
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screenSpaceShadowComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/ScreenSpaceShadow.compute");
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volumeVoxelizationCS = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/Volumetrics/VolumeVoxelization.compute");
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volumetricLightingCS = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/Volumetrics/VolumetricLighting.compute");
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subsurfaceScatteringCS = Load<ComputeShader>(HDRenderPipelinePath + "Material/SubsurfaceScattering/SubsurfaceScattering.compute");
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subsurfaceScattering = Load<Shader>(HDRenderPipelinePath + "Material/SubsurfaceScattering/SubsurfaceScattering.shader");
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combineLighting = Load<Shader>(HDRenderPipelinePath + "Material/SubsurfaceScattering/CombineLighting.shader");
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// General
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cameraMotionVectors = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/CameraMotionVectors.shader");
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copyStencilBuffer = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/CopyStencilBuffer.shader");
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copyDepthBuffer = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/CopyDepthBuffer.shader");
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blit = Load<Shader>(HDRenderPipelinePath + "RenderPipelineResources/Blit.shader");
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// Sky
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blitCubemap = Load<Shader>(HDRenderPipelinePath + "Sky/BlitCubemap.shader");
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buildProbabilityTables = Load<ComputeShader>(HDRenderPipelinePath + "Material/GGXConvolution/BuildProbabilityTables.compute");
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computeGgxIblSampleData = Load<ComputeShader>(HDRenderPipelinePath + "Material/GGXConvolution/ComputeGgxIblSampleData.compute");
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GGXConvolve = Load<Shader>(HDRenderPipelinePath + "Material/GGXConvolution/GGXConvolve.shader");
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opaqueAtmosphericScattering = Load<Shader>(HDRenderPipelinePath + "Lighting/AtmosphericScattering/OpaqueAtmosphericScattering.shader");
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hdriSky = Load<Shader>(HDRenderPipelinePath + "Sky/HDRISky/HDRISky.shader");
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integrateHdriSky = Load<Shader>(HDRenderPipelinePath + "Sky/HDRISky/IntegrateHDRISky.shader");
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proceduralSky = Load<Shader>(HDRenderPipelinePath + "Sky/ProceduralSky/ProceduralSky.shader");
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gradientSky = Load<Shader>(HDRenderPipelinePath + "Sky/GradientSky/GradientSky.shader");
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// Skybox/Cubemap is a builtin shader, must use Sahder.Find to access it. It is fine because we are in the editor
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skyboxCubemap = Shader.Find("Skybox/Cubemap");
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// Material
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preIntegratedFGD_GGXDisneyDiffuse = Load<Shader>(HDRenderPipelinePath + "Material/PreIntegratedFGD/PreIntegratedFGD_GGXDisneyDiffuse.shader");
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preIntegratedFGD_CharlieClothLambert = Load<Shader>(HDRenderPipelinePath + "Material/PreIntegratedFGD/PreIntegratedFGD_CharlieClothLambert.shader");
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// Utilities / Core
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encodeBC6HCS = Load<ComputeShader>(CorePath + "CoreResources/EncodeBC6H.compute");
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cubeToPanoShader = Load<Shader>(CorePath + "CoreResources/CubeToPano.shader");
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blitCubeTextureFace = Load<Shader>(CorePath + "CoreResources/BlitCubeTextureFace.shader");
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// Shadow
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shadowClearShader = Load<Shader>(CorePath + "Shadow/ShadowClear.shader");
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shadowBlurMoments = Load<ComputeShader>(CorePath + "Shadow/ShadowBlurMoments.compute");
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debugShadowMapShader = Load<Shader>(CorePath + "Shadow/DebugDisplayShadowMap.shader");
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}
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#endif
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}
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}
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