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