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Merge pull request #51 from jimmy-jam/lwrp_support

Lwrp support branch
/lwrp-support-2018.3-with-1.5
GitHub 6 年前
当前提交
5c618b05
共有 40 个文件被更改,包括 1837 次插入177 次删除
  1. 130
      Assets/Scenes/SampleScene.unity
  2. 12
      Packages/manifest.json
  3. 8
      ProjectSettings/EditorBuildSettings.asset
  4. 7
      ProjectSettings/GraphicsSettings.asset
  5. 147
      ProjectSettings/ProjectSettings.asset
  6. 2
      ProjectSettings/ProjectVersion.txt
  7. 67
      ProjectSettings/UnityConnectSettings.asset
  8. 8
      Assets/LWRPSupport.meta
  9. 90
      Assets/Materials/LWRPCube.mat
  10. 8
      Assets/Materials/LWRPCube.mat.meta
  11. 92
      Assets/Materials/LWRPPlane.mat
  12. 8
      Assets/Materials/LWRPPlane.mat.meta
  13. 124
      Assets/Prefabs/AR LWRP Placed Cube.prefab
  14. 8
      Assets/Prefabs/AR LWRP Placed Cube.prefab.meta
  15. 218
      Assets/Prefabs/AR LWRP Plane Debug Visualizer.prefab
  16. 8
      Assets/Prefabs/AR LWRP Plane Debug Visualizer.prefab.meta
  17. 29
      Assets/Prefabs/LightweightRP.asset
  18. 8
      Assets/Prefabs/LightweightRP.asset.meta
  19. 434
      Assets/Scenes/SampleLWRPScene.unity
  20. 7
      Assets/Scenes/SampleLWRPScene.unity.meta
  21. 11
      ProjectSettings/VFXManager.asset
  22. 9
      Assets/LWRPSupport/ARCoreBackgroundLWRP.shader.meta
  23. 87
      Assets/LWRPSupport/ARCoreBackgroundLWRPMaterial.mat
  24. 8
      Assets/LWRPSupport/ARCoreBackgroundLWRPMaterial.mat.meta
  25. 95
      Assets/LWRPSupport/ARKitLWRPMaterial.mat
  26. 8
      Assets/LWRPSupport/ARKitLWRPMaterial.mat.meta
  27. 9
      Assets/LWRPSupport/ARKitLWRPShader.shader.meta
  28. 11
      Assets/LWRPSupport/LWRPBackgroundRenderer.cs.meta
  29. 11
      Assets/LWRPSupport/LWRPBackroundRendererAsset.cs.meta
  30. 11
      Assets/LWRPSupport/LWRPBeforeCameraRender.cs.meta
  31. 16
      Assets/LWRPSupport/Unity.XR.ARFoundation.LWRPSupport.asmdef
  32. 7
      Assets/LWRPSupport/Unity.XR.ARFoundation.LWRPSupport.asmdef.meta
  33. 17
      Assets/LWRPSupport/LWRPBackgroundRendererAsset.asset
  34. 8
      Assets/LWRPSupport/LWRPBackgroundRendererAsset.asset.meta
  35. 57
      Assets/LWRPSupport/ARCoreBackgroundLWRP.shader
  36. 77
      Assets/LWRPSupport/ARKitLWRPShader.shader
  37. 56
      Assets/LWRPSupport/LWRPBackgroundRenderer.cs
  38. 74
      Assets/LWRPSupport/LWRPBackroundRendererAsset.cs
  39. 27
      Assets/LWRPSupport/LWRPBeforeCameraRender.cs

130
Assets/Scenes/SampleScene.unity


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SubShader
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Cull Off
GLSLPROGRAM
#pragma only_renderers gles3
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#extension GL_OES_EGL_image_external_essl3 : require
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uniform mat4 _UnityDisplayTransform;
#ifdef VERTEX
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void main()
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#endif
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varying vec2 textureCoord;
uniform samplerExternalOES _MainTex;
void main()
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#ifdef SHADER_API_GLES3
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ENDGLSL
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{
_textureY ("TextureY", 2D) = "white" {}
_textureCbCr ("TextureCbCr", 2D) = "black" {}
}
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"}
LOD 100
Pass
{
Name "Default"
Tags { "LightMode" = "LightweightForward"}
ZTest Always ZWrite Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex Vertex
#pragma fragment Fragment
#include "LWRP/ShaderLibrary/Core.hlsl"
float4x4 _UnityDisplayTransform;
struct VertexInput
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct VertexOutput
{
half4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
};
TEXTURE2D(_textureY);
SAMPLER(sampler_textureY);
TEXTURE2D(_textureCbCr);
SAMPLER(sampler_textureCbCr);
VertexOutput Vertex(VertexInput i)
{
VertexOutput o;
o.pos = TransformObjectToHClip(i.vertex.xyz);
o.uv.x = (_UnityDisplayTransform[0].x * i.uv.x + _UnityDisplayTransform[1].x * (i.uv.y) + _UnityDisplayTransform[2].x);
o.uv.y = (_UnityDisplayTransform[0].y * i.uv.x + _UnityDisplayTransform[1].y * (i.uv.y) + _UnityDisplayTransform[2].y);
return o;
}
half4 Fragment(VertexOutput i) : SV_Target
{
half y = SAMPLE_TEXTURE2D(_textureY, sampler_textureY, i.uv).r;
half4 ycbcr = half4(y, SAMPLE_TEXTURE2D(_textureCbCr, sampler_textureCbCr, i.uv).rg, 1.0);
const half4x4 ycbcrToRGBTransform = half4x4(
half4(1.0, +0.0000, +1.4020, -0.7010),
half4(1.0, -0.3441, -0.7141, +0.5291),
half4(1.0, +1.7720, +0.0000, -0.8860),
half4(0.0, +0.0000, +0.0000, +1.0000)
);
return mul(ycbcrToRGBTransform, ycbcr);
}
ENDHLSL
}
}
}

56
Assets/LWRPSupport/LWRPBackgroundRenderer.cs



namespace UnityEngine.XR.ARFoundation.LWRPSupport
{
public class LWRPBackgroundRenderer : ARFoundationBackgroundRenderer
{
CameraClearFlags m_SavedClearFlags;
LWRPBeforeCameraRender m_LWRPBeforeCameraRender;
protected override bool EnableARBackgroundRendering()
{
if (m_BackgroundMaterial == null)
return false;
camera = m_Camera ? m_Camera : Camera.main;
if (camera == null)
return false;
// Clear flags
m_SavedClearFlags = camera.clearFlags;
camera.clearFlags = CameraClearFlags.Depth;
if (m_LWRPBeforeCameraRender == null)
{
m_LWRPBeforeCameraRender = camera.gameObject.GetComponent<LWRPBeforeCameraRender>();
}
m_LWRPBeforeCameraRender.blitMaterial = m_BackgroundMaterial;
return true;
}
protected override void DisableARBackgroundRendering()
{
if (m_BackgroundMaterial == null)
return;
camera = m_Camera ? m_Camera : Camera.main;
if (camera == null)
return;
camera.clearFlags = m_SavedClearFlags;
if (m_LWRPBeforeCameraRender != null)
{
m_LWRPBeforeCameraRender.blitMaterial = null;
m_LWRPBeforeCameraRender = null;
}
}
}
}

74
Assets/LWRPSupport/LWRPBackroundRendererAsset.cs



using System;
using UnityEngine.Experimental.Rendering.LightweightPipeline;
using UnityEngine.Rendering;
using UnityEngine.Serialization;
namespace UnityEngine.XR.ARFoundation.LWRPSupport
{
[CreateAssetMenu(fileName = "LWRPBackroundRendererAsset", menuName = "XR/LWRPBackroundRendererAsset")]
public class LWRPBackroundRendererAsset : ARBackgroundRendererAsset
{
/// <summary>
/// we're going to reference all materials that we want to use so that they get built into the project
/// </summary>
[SerializeField]
Material[] m_MaterialsUsed;
static bool useRenderPipeline { get { return GraphicsSettings.renderPipelineAsset != null; } }
public override ARFoundationBackgroundRenderer CreateARBackgroundRenderer()
{
return useRenderPipeline ? new LWRPBackgroundRenderer() : new ARFoundationBackgroundRenderer();
}
public override void CreateHelperComponents(GameObject cameraGameObject)
{
if (useRenderPipeline)
{
var lwrpBeforeCameraRender = cameraGameObject.GetComponent<LWRPBeforeCameraRender>();
if (lwrpBeforeCameraRender == null)
{
cameraGameObject.AddComponent<LWRPBeforeCameraRender>();
}
var lightweightAdditionalCameraData = cameraGameObject.GetComponent<LightweightAdditionalCameraData>();
if (lightweightAdditionalCameraData == null)
{
lightweightAdditionalCameraData = cameraGameObject.AddComponent<LightweightAdditionalCameraData>();
}
lightweightAdditionalCameraData.renderShadows = false;
lightweightAdditionalCameraData.requiresColorTexture = false;
lightweightAdditionalCameraData.requiresDepthTexture = false;
}
}
public override Material CreateCustomMaterial()
{
var cameraSubsystem = ARSubsystemManager.cameraSubsystem;
if (cameraSubsystem == null)
return null;
// Try to create a material from the plugin's provided shader.
var shaderName = "";
if (!cameraSubsystem.TryGetShaderName(ref shaderName))
return null;
shaderName = shaderName + "LWRP";
var shader = Shader.Find(shaderName);
if (shader == null)
{
throw new InvalidOperationException(string.Format(
"Could not find shader named \"{0}\" required for LWRP video overlay on camera subsystem named \"{1}\".",
shaderName,
cameraSubsystem.SubsystemDescriptor.id));
}
return new Material(shader);
}
}
}

27
Assets/LWRPSupport/LWRPBeforeCameraRender.cs


using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering.LightweightPipeline;
namespace UnityEngine.XR.ARFoundation
{
public class LWRPBeforeCameraRender : MonoBehaviour, LightweightPipeline.IBeforeCameraRender
{
const string k_ARBlitTag = "ARBackground Blit Pass";
public Material blitMaterial { get; set; }
public void ExecuteBeforeCameraRender(ScriptableRenderContext context, Camera currentCamera, LightweightPipeline.PipelineSettings pipelineSettings,
ScriptableRenderer currentRenderer)
{
if (blitMaterial == null)
return;
var cmd = CommandBufferPool.Get(k_ARBlitTag);
cmd.Blit(null, BuiltinRenderTextureType.CameraTarget, blitMaterial);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
}
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