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Merge pull request #51 from jimmy-jam/lwrp_support
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 和 177 次删除
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130Assets/Scenes/SampleScene.unity
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12Packages/manifest.json
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8ProjectSettings/EditorBuildSettings.asset
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7ProjectSettings/GraphicsSettings.asset
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147ProjectSettings/ProjectSettings.asset
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2ProjectSettings/ProjectVersion.txt
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67ProjectSettings/UnityConnectSettings.asset
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8Assets/LWRPSupport.meta
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90Assets/Materials/LWRPCube.mat
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8Assets/Materials/LWRPCube.mat.meta
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92Assets/Materials/LWRPPlane.mat
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8Assets/Materials/LWRPPlane.mat.meta
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124Assets/Prefabs/AR LWRP Placed Cube.prefab
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8Assets/Prefabs/AR LWRP Placed Cube.prefab.meta
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218Assets/Prefabs/AR LWRP Plane Debug Visualizer.prefab
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8Assets/Prefabs/AR LWRP Plane Debug Visualizer.prefab.meta
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29Assets/Prefabs/LightweightRP.asset
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8Assets/Prefabs/LightweightRP.asset.meta
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434Assets/Scenes/SampleLWRPScene.unity
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7Assets/Scenes/SampleLWRPScene.unity.meta
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11ProjectSettings/VFXManager.asset
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9Assets/LWRPSupport/ARCoreBackgroundLWRP.shader.meta
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87Assets/LWRPSupport/ARCoreBackgroundLWRPMaterial.mat
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8Assets/LWRPSupport/ARCoreBackgroundLWRPMaterial.mat.meta
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95Assets/LWRPSupport/ARKitLWRPMaterial.mat
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8Assets/LWRPSupport/ARKitLWRPMaterial.mat.meta
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9Assets/LWRPSupport/ARKitLWRPShader.shader.meta
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11Assets/LWRPSupport/LWRPBackgroundRenderer.cs.meta
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11Assets/LWRPSupport/LWRPBackroundRendererAsset.cs.meta
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11Assets/LWRPSupport/LWRPBeforeCameraRender.cs.meta
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16Assets/LWRPSupport/Unity.XR.ARFoundation.LWRPSupport.asmdef
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7Assets/LWRPSupport/Unity.XR.ARFoundation.LWRPSupport.asmdef.meta
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17Assets/LWRPSupport/LWRPBackgroundRendererAsset.asset
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8Assets/LWRPSupport/LWRPBackgroundRendererAsset.asset.meta
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57Assets/LWRPSupport/ARCoreBackgroundLWRP.shader
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77Assets/LWRPSupport/ARKitLWRPShader.shader
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56Assets/LWRPSupport/LWRPBackgroundRenderer.cs
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74Assets/LWRPSupport/LWRPBackroundRendererAsset.cs
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27Assets/LWRPSupport/LWRPBeforeCameraRender.cs
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|||
{ |
|||
Properties |
|||
{ |
|||
_MainTex("Texture", 2D) = "white" {} |
|||
} |
|||
|
|||
// For GLES3 |
|||
SubShader |
|||
{ |
|||
Pass |
|||
{ |
|||
ZWrite Off |
|||
Cull Off |
|||
|
|||
GLSLPROGRAM |
|||
|
|||
#pragma only_renderers gles3 |
|||
|
|||
#ifdef SHADER_API_GLES3 |
|||
#extension GL_OES_EGL_image_external_essl3 : require |
|||
#endif |
|||
|
|||
uniform mat4 _UnityDisplayTransform; |
|||
|
|||
#ifdef VERTEX |
|||
varying vec2 textureCoord; |
|||
|
|||
void main() |
|||
{ |
|||
#ifdef SHADER_API_GLES3 |
|||
float flippedV = 1.0 - gl_MultiTexCoord0.y; |
|||
textureCoord.x = _UnityDisplayTransform[0].x * gl_MultiTexCoord0.x + _UnityDisplayTransform[1].x * flippedV + _UnityDisplayTransform[2].x; |
|||
textureCoord.y = _UnityDisplayTransform[0].y * gl_MultiTexCoord0.x + _UnityDisplayTransform[1].y * flippedV + _UnityDisplayTransform[2].y; |
|||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; |
|||
#endif |
|||
} |
|||
#endif |
|||
|
|||
#ifdef FRAGMENT |
|||
varying vec2 textureCoord; |
|||
uniform samplerExternalOES _MainTex; |
|||
|
|||
void main() |
|||
{ |
|||
#ifdef SHADER_API_GLES3 |
|||
gl_FragColor = texture(_MainTex, textureCoord); |
|||
#endif |
|||
} |
|||
|
|||
#endif |
|||
ENDGLSL |
|||
} |
|||
} |
|||
|
|||
FallBack Off |
|||
} |
|
|||
Shader "Unlit/ARKitLWRP" |
|||
{ |
|||
Properties |
|||
{ |
|||
_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 |
|||
} |
|||
} |
|||
|
|||
} |
|
|||
|
|||
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; |
|||
} |
|||
|
|||
} |
|||
|
|||
} |
|||
|
|||
} |
|
|||
|
|||
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); |
|||
} |
|||
} |
|||
|
|||
} |
|
|||
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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