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updated hlsl files to work on some android devices

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DanMillerDev 4 年前
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6b9d79f6
共有 11 个文件被更改,包括 129 次插入77 次删除
  1. 94
      Assets/Shaders/Shadows/Prefabs/ShadowObject.prefab
  2. 59
      Assets/Shaders/Shadows/Scenes/ShadowPlacement.unity
  3. 2
      Assets/Shaders/Shadows/ShaderGraphs/BlurredShadowPlane.shadergraph
  4. 16
      Assets/Shaders/Shadows/ShaderGraphs/BlurredShadowPlaneLighting.hlsl
  5. 5
      Assets/Shaders/Shadows/ShaderGraphs/PlaneContactShadows.hlsl
  6. 1
      Packages/manifest.json
  7. 7
      Packages/packages-lock.json
  8. 5
      ProjectSettings/EditorBuildSettings.asset
  9. 3
      ProjectSettings/GraphicsSettings.asset
  10. 6
      ProjectSettings/ProjectSettings.asset
  11. 8
      Assets/ARFoundationDemos.meta

94
Assets/Shaders/Shadows/Prefabs/ShadowObject.prefab


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59
Assets/Shaders/Shadows/Scenes/ShadowPlacement.unity


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2
Assets/Shaders/Shadows/ShaderGraphs/BlurredShadowPlane.shadergraph
文件差异内容过多而无法显示
查看文件

16
Assets/Shaders/Shadows/ShaderGraphs/BlurredShadowPlaneLighting.hlsl


#ifndef SHADERGRAPH_PREVIEW
/*#ifndef SHADERGRAPH_PREVIEW
real SampleShadowmapDirect(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), SamplerState PointClamp, float4 shadowCoord, ShadowSamplingData samplingData, bool isPerspectiveProjection = true)
{

// Instead of getting a value of 0 or 1 depending on a shadowmap comparison, we want to actually sample the shadowmap's values
distance = SAMPLE_TEXTURE2D_LOD(ShadowMap, PointClamp, shadowCoord.xy, 0);
//int smWidth, smHeight;
//ShadowMap.GetDimensions(smWidth, smHeight);
//shadowCoord = saturate(shadowCoord);
//distance = ShadowMap[int2(smWidth * shadowCoord.x, smHeight * shadowCoord.y)];
#endif
#endif*/
void MainLightBlurShadow_half(half rand, half fadeTightness, SamplerState pointClamp, half blurRadius, half3 worldPos, out half shadowAtten)
{

half cascadeIndex = 0;
#endif
float shadowScale = pow(_MainLightWorldToShadow[cascadeIndex], 0.7) * 20; // Some "Magic Math" to try to make transitions between cascades smoother
float shadowMapSample = SampleShadowmapDirect(TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), pointClamp, shadowCoord, shadowSamplingData, false);
//float shadowMapSample = SampleShadowmapDirect(TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), pointClamp, shadowCoord, shadowSamplingData, false);
float shadowMapSample = SAMPLE_TEXTURE2D_LOD(_MainLightShadowmapTexture, pointClamp, shadowCoord.xy, 0);
#if defined(SHADER_API_GLES3) || defined(SHADER_API_GLES) || defined(SHADER_API_GLCORE)
shadowMapSample = 1 - shadowMapSample;
shadowCoord.z = 1 - shadowCoord.z;
#endif
float shadowCoordPos = shadowCoord.z / shadowScale; //Divide by shadowScale to get transitions more close-ish when using shadow cascades
float shadowMapPos = shadowMapSample / shadowScale;
//blurAmount is a value between 0 and 1 expressing how much to blur

5
Assets/Shaders/Shadows/ShaderGraphs/PlaneContactShadows.hlsl


// Get the XY position of the projected position to be checked against the depth texture
float4 newPos = mul(UNITY_MATRIX_VP, float4(posStep, 1.0));
newPos /= newPos.w;
#if defined(SHADER_API_GLES3) || defined(SHADER_API_GLES) || defined(SHADER_API_GLCORE)
newPos *= float4(0.5, 0.5, 1, 1);
newPos += float4(0.5, 0.5, 0, 0);
#else
#endif
// Prevent the depth texture values from bleeding from one side to the other
newPos = clamp(newPos, 0, 0.999);
//Get the view space depth value of our projected point

1
Packages/manifest.json


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"com.unity.mobile.android-logcat": "1.1.1",
"com.unity.render-pipelines.universal": "7.3.1",
"com.unity.test-framework": "1.1.14",
"com.unity.textmeshpro": "2.0.1",

7
Packages/packages-lock.json


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"depth": 1,

5
ProjectSettings/EditorBuildSettings.asset


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3
ProjectSettings/GraphicsSettings.asset


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8
Assets/ARFoundationDemos.meta


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