Reformat HDRP_Tests (#5084)
* Remove HDRP_Tests from .repoconfig * Apply auto fixes * Add name exception for TestProjects
This commit is contained in:
Родитель
56d035390f
Коммит
457cf2e7a4
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@ -23,7 +23,6 @@ path-ignore=<<EOT
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|TestProjects\/HDRP_HybridTests # So remove the test projects one by one as they are progressively being reformatted
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|TestProjects\/HDRP_PerformanceTests # New test projects folder will automatically be included in the formatting checks since they aren't in that list
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|TestProjects\/HDRP_RuntimeTests
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|TestProjects\/HDRP_Tests
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|TestProjects\/Shadergraph
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|TestProjects\/ShadergraphUniversalStereo
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|TestProjects\/SRP_SmokeTest
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@ -48,4 +47,5 @@ path=<<EOT
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|^com\.unity\.[^\/]*\/\w+~\/[^&]+$ # allows editor excluded folders, like Documentation~, for core package
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|^com\.unity\.[^\/]*\/Packages\/com\.unity\.[^\/]*\/\w+~\/ # as above but for embedded packages
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|^com\.unity\.[^\/]*\/[^@]+@\d+x\. # industry standard for icons with differnet resolution
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|^TestProjects\/ # allow all names for test files
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EOT
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@ -49,17 +49,17 @@ public class DocChecker : EditorWindow
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public string undocumentedEntitiesFilePath => outputFolder + "/" + "undocumented_entities.txt";
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[MenuItem ("Window/Doc Checker")]
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[MenuItem("Window/Doc Checker")]
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public new static void Show() => EditorWindow.GetWindow<DocChecker>();
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void OnGUI ()
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void OnGUI()
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{
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UpdatePackagesList();
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if (IsLoading())
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{
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EditorGUILayout.LabelField("Loading Packages ...");
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return ;
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return;
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}
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if (collection == null)
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@ -207,7 +207,7 @@ public class DocChecker : EditorWindow
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if (responseFilePath != null)
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File.Delete(responseFilePath);
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EditorUtility.ClearProgressBar();
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Debug.Log("Done !");
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}
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@ -64,4 +64,4 @@ class ProcessOutputStreamReader
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return lines.ToArray();
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}
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}
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}
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}
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@ -7,4 +7,4 @@
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* One shader graph fabric with transmission referencing a diffusion profile saved inside the shader graph diffusion profile slot
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* One shader graph stacklit with transmission referencing a diffusion profile saved inside a shader graph diffusion profile node
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* One shader graph lit with a checkerboard pattern to choose the diffusion profile referencing diffusion profile saved inside two nodes.
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* One lit shader without diffusion profile but transmission enabled (it uses the default diffusion profile)
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* One lit shader without diffusion profile but transmission enabled (it uses the default diffusion profile)
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@ -9,7 +9,7 @@ public class ReflectionProbeToTexture : MonoBehaviour
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[SerializeField] private ReflectionProbe targetProbe = null;
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[SerializeField] private bool correctGamma = false;
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[SerializeField] private bool boxLayout = false;
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private Material blitMat;
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private Texture probeTexture;
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private Texture2D texture;
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@ -22,7 +22,7 @@ public class ReflectionProbeToTexture : MonoBehaviour
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}
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[ContextMenu("Refresh")]
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public void Convert ()
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public void Convert()
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{
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if (targetProbe != null)
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{
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@ -37,7 +37,7 @@ public class ReflectionProbeToTexture : MonoBehaviour
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RenderTexture dest = new RenderTexture(texture.width, texture.height, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default);
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while (!targetProbe.IsFinishedRendering(renderID)) { };
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while (!targetProbe.IsFinishedRendering(renderID)) {};
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probeTexture = targetProbe.texture;
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@ -52,7 +52,7 @@ public class ReflectionProbeToTexture : MonoBehaviour
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GetComponent<RawImage>().texture = texture;
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}
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}
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}
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[ContextMenu("RenderProbe")]
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public void RenderProbe()
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@ -1,50 +1,50 @@
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Shader "Hiddent/HDRP/Tests/TexCubeToTex2D"
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{
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Properties
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{
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_MainTex ("Texture", Cube) = "white" {}
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Properties
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{
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_MainTex ("Texture", Cube) = "white" {}
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_CorrectGamma ("Correct Gamma", float ) = 0
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_BoxLayout ("Box Layout", float) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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#include "UnityCG.cginc"
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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samplerCUBE _MainTex;
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bool _CorrectGamma;
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float _BoxLayout;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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float3 coords = float3(0,0,0);
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coords.x = cos( i.uv.x * UNITY_PI * 2 );
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@ -121,14 +121,14 @@ Shader "Hiddent/HDRP/Tests/TexCubeToTex2D"
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coords = normalize(coords);
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}
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col.rgb *= texCUBElod(_MainTex, float4(coords, 0)).rgb;
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col.rgb *= texCUBElod(_MainTex, float4(coords, 0)).rgb;
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if (_CorrectGamma == 1)
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col.rgb = pow(col.rgb, 0.4545454545); // Gamma Correction
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return col;
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}
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ENDCG
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}
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}
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}
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ENDCG
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}
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}
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}
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@ -5,27 +5,27 @@ using UnityEngine;
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[ExecuteInEditMode]
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public class CookieUpdater : MonoBehaviour
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{
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[SerializeField] Material crtMaterial = null;
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[SerializeField] Material crtMaterial = null;
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[SerializeField] CustomRenderTexture[] customRenderTextures = null;
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[SerializeField] CustomRenderTexture[] customRenderTextures = null;
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int frames = 0;
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int frames = 0;
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void Start()
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{
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frames = 0;
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}
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void Start()
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{
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frames = 0;
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}
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void Update()
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{
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if (crtMaterial != null)
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crtMaterial.SetFloat("_MyTime", frames / 60f);
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void Update()
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{
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if (crtMaterial != null)
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crtMaterial.SetFloat("_MyTime", frames / 60f);
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if (customRenderTextures != null)
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foreach(CustomRenderTexture crt in customRenderTextures)
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if (crt != null)
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crt.Update();
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if (customRenderTextures != null)
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foreach (CustomRenderTexture crt in customRenderTextures)
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if (crt != null)
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crt.Update();
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++frames;
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}
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++frames;
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}
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}
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@ -1,104 +1,104 @@
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[RequireComponent(typeof(MeshFilter))]
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public class BuildSphereSection : MonoBehaviour
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{
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public float radius = 1f;
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public float angle = 60f;
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public int segmentsX = 32;
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public int segmentsY = 5;
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public float radius = 1f;
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public float angle = 60f;
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public int segmentsX = 32;
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public int segmentsY = 5;
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public Mesh mesh;
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public Mesh mesh;
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void OnValidate()
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{
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MeshFilter meshFilter = GetComponent<MeshFilter>();
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void OnValidate()
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{
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MeshFilter meshFilter = GetComponent<MeshFilter>();
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if ( segmentsX < 3 ) segmentsX = 3;
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if ( segmentsY < 1 ) segmentsY = 1;
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angle = Mathf.Clamp(angle, 1f, 179f);
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if (segmentsX < 3) segmentsX = 3;
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if (segmentsY < 1) segmentsY = 1;
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angle = Mathf.Clamp(angle, 1f, 179f);
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int vertexcount = segmentsX * segmentsY + 1;
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int vertexcount = segmentsX * segmentsY + 1;
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Vector3[] vertices = new Vector3[ vertexcount ];
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List<int> triangles = new List<int>();
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Vector2[] uvs = new Vector2[ vertexcount ];
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Vector3[] normals = new Vector3[vertexcount];
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Vector3[] vertices = new Vector3[vertexcount];
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List<int> triangles = new List<int>();
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Vector2[] uvs = new Vector2[vertexcount];
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Vector3[] normals = new Vector3[vertexcount];
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float halfAngleRad = Mathf.Deg2Rad * angle * 0.5f;
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float halfAngleRad = Mathf.Deg2Rad * angle * 0.5f;
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float sphereRadius = radius / Mathf.Sin( halfAngleRad );
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float sphereRadius = radius / Mathf.Sin(halfAngleRad);
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int index;
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int[] quadIndices = new int[4];
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float angleA;
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float angleB;
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Quaternion rot;
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int index;
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int[] quadIndices = new int[4];
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float angleA;
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float angleB;
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Quaternion rot;
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Vector3 offset = - Vector3.forward * sphereRadius;
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Vector3 offset = -Vector3.forward * sphereRadius;
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for (int y=0 ; y<segmentsY ; ++y)
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{
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angleB = angle * 0.5f * (1f - 1f * y / segmentsY );
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for (int x=0 ; x < segmentsX ; ++x)
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{
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angleA = 360f * x / segmentsX;
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for (int y = 0; y < segmentsY; ++y)
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{
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angleB = angle * 0.5f * (1f - 1f * y / segmentsY);
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for (int x = 0; x < segmentsX; ++x)
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{
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angleA = 360f * x / segmentsX;
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index = x + y * segmentsX;
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index = x + y * segmentsX;
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//Debug.Log("x:"+x+", y:"+y+", angleA:"+(angleA*Mathf.Rad2Deg)+", angleB:"+(angleB*Mathf.Rad2Deg));
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rot = Quaternion.Euler(0f, 0f, angleA) * Quaternion.Euler(angleB, 0f, 0f);
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//Debug.Log("x:"+x+", y:"+y+", angleA:"+(angleA*Mathf.Rad2Deg)+", angleB:"+(angleB*Mathf.Rad2Deg));
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rot = Quaternion.Euler(0f, 0f, angleA) * Quaternion.Euler(angleB, 0f, 0f);
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vertices[index] = rot * Vector3.forward * sphereRadius + offset;
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vertices[index] = rot * Vector3.forward * sphereRadius + offset;
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//Debug.DrawLine( vertices[index] + transform.position, transform.position, Color.cyan, 1f );
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//Debug.DrawLine( vertices[index] + transform.position, transform.position, Color.cyan, 1f );
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normals[index] = (offset - vertices[index]).normalized;
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uvs[index] = ( Vector2.one + new Vector2( Mathf.Cos(angleA), Mathf.Sin(angleA)) * y / segmentsY ) * 0.5f ;
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normals[index] = (offset - vertices[index]).normalized;
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uvs[index] = (Vector2.one + new Vector2(Mathf.Cos(angleA), Mathf.Sin(angleA)) * y / segmentsY) * 0.5f;
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if (y < (segmentsY-1))
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{
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quadIndices[0] = index;
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quadIndices[1] = (x==(segmentsX-1))? y*segmentsX : index+1;
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quadIndices[3] = index + segmentsX;
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quadIndices[2] = (x==(segmentsX-1))? (y+1)*segmentsX : quadIndices[3]+1;
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if (y < (segmentsY - 1))
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{
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quadIndices[0] = index;
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quadIndices[1] = (x == (segmentsX - 1)) ? y * segmentsX : index + 1;
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quadIndices[3] = index + segmentsX;
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quadIndices[2] = (x == (segmentsX - 1)) ? (y + 1) * segmentsX : quadIndices[3] + 1;
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triangles.Add(quadIndices[0]);
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triangles.Add(quadIndices[2]);
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triangles.Add(quadIndices[1]);
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triangles.Add(quadIndices[0]);
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triangles.Add(quadIndices[2]);
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triangles.Add(quadIndices[1]);
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triangles.Add(quadIndices[0]);
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triangles.Add(quadIndices[3]);
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triangles.Add(quadIndices[2]);
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}
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else
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{
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quadIndices[0] = index;
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quadIndices[1] = (x==(segmentsX-1))? y*segmentsX : index+1;
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quadIndices[2] = vertexcount-1;
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triangles.Add(quadIndices[0]);
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triangles.Add(quadIndices[3]);
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triangles.Add(quadIndices[2]);
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}
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else
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{
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quadIndices[0] = index;
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quadIndices[1] = (x == (segmentsX - 1)) ? y * segmentsX : index + 1;
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quadIndices[2] = vertexcount - 1;
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triangles.Add(quadIndices[0]);
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triangles.Add(quadIndices[2]);
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triangles.Add(quadIndices[1]);
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}
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}
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}
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triangles.Add(quadIndices[0]);
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triangles.Add(quadIndices[2]);
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triangles.Add(quadIndices[1]);
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}
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}
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}
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vertices[vertexcount-1] = Vector3.forward * sphereRadius + offset;
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normals[vertexcount-1] = (offset - vertices[vertexcount-1]).normalized;
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uvs[vertexcount-1] = Vector2.one * 0.5f;
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vertices[vertexcount - 1] = Vector3.forward * sphereRadius + offset;
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||||
normals[vertexcount - 1] = (offset - vertices[vertexcount - 1]).normalized;
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uvs[vertexcount - 1] = Vector2.one * 0.5f;
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||||
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if (mesh == null) mesh = new Mesh();
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mesh.name = "Sphere Section";
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mesh.Clear();
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mesh.vertices = vertices;
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mesh.triangles = triangles.ToArray();
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mesh.normals = normals;
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mesh.uv = uvs;
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mesh.RecalculateBounds();
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if (mesh == null) mesh = new Mesh();
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mesh.name = "Sphere Section";
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mesh.Clear();
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mesh.vertices = vertices;
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||||
mesh.triangles = triangles.ToArray();
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mesh.normals = normals;
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mesh.uv = uvs;
|
||||
mesh.RecalculateBounds();
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||||
|
||||
meshFilter.mesh = mesh;
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||||
}
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||||
meshFilter.mesh = mesh;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,4 +1,4 @@
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|||
using System.Collections;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering.HighDefinition;
|
||||
|
@ -6,43 +6,43 @@ using UnityEngine.Rendering.HighDefinition;
|
|||
[RequireComponent(typeof(Light))]
|
||||
public class SpotAngleDistance : MonoBehaviour
|
||||
{
|
||||
public float targetRadius = 1f;
|
||||
public float referenceIntensity = 600f;
|
||||
public float referenceDistance = 1.5f;
|
||||
public float additionalRange = 10f;
|
||||
public float targetRadius = 1f;
|
||||
public float referenceIntensity = 600f;
|
||||
public float referenceDistance = 1.5f;
|
||||
public float additionalRange = 10f;
|
||||
|
||||
public enum Mode {Distance, Angle}
|
||||
public Mode mode = Mode.Distance;
|
||||
public float distance = 3f;
|
||||
public float angle = 60f;
|
||||
public enum Mode { Distance, Angle }
|
||||
public Mode mode = Mode.Distance;
|
||||
public float distance = 3f;
|
||||
public float angle = 60f;
|
||||
|
||||
[SerializeField, HideInInspector] private Light targetLight;
|
||||
[SerializeField, HideInInspector] private HDAdditionalLightData hdLightData;
|
||||
[SerializeField, HideInInspector] private Light targetLight;
|
||||
[SerializeField, HideInInspector] private HDAdditionalLightData hdLightData;
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
if (targetLight == null) targetLight = GetComponent<Light>();
|
||||
if (targetLight == null) return;
|
||||
if (hdLightData == null) hdLightData = GetComponent<HDAdditionalLightData>();
|
||||
if (hdLightData == null) return;
|
||||
void OnValidate()
|
||||
{
|
||||
if (targetLight == null) targetLight = GetComponent<Light>();
|
||||
if (targetLight == null) return;
|
||||
if (hdLightData == null) hdLightData = GetComponent<HDAdditionalLightData>();
|
||||
if (hdLightData == null) return;
|
||||
|
||||
if ( mode == Mode.Distance)
|
||||
{
|
||||
float t = targetRadius / distance;
|
||||
angle = Mathf.Atan(t) * Mathf.Rad2Deg * 2f;
|
||||
}
|
||||
else
|
||||
{
|
||||
float t = Mathf.Tan(Mathf.Deg2Rad * angle * 0.5f);
|
||||
distance = targetRadius / t;
|
||||
}
|
||||
if (mode == Mode.Distance)
|
||||
{
|
||||
float t = targetRadius / distance;
|
||||
angle = Mathf.Atan(t) * Mathf.Rad2Deg * 2f;
|
||||
}
|
||||
else
|
||||
{
|
||||
float t = Mathf.Tan(Mathf.Deg2Rad * angle * 0.5f);
|
||||
distance = targetRadius / t;
|
||||
}
|
||||
|
||||
float sphereRadius = targetRadius / Mathf.Sin( Mathf.Deg2Rad * angle * 0.5f );
|
||||
float sphereRadius = targetRadius / Mathf.Sin(Mathf.Deg2Rad * angle * 0.5f);
|
||||
|
||||
targetLight.spotAngle = angle;
|
||||
targetLight.range = sphereRadius + additionalRange;
|
||||
transform.localPosition = -sphereRadius * Vector3.forward;
|
||||
targetLight.spotAngle = angle;
|
||||
targetLight.range = sphereRadius + additionalRange;
|
||||
transform.localPosition = -sphereRadius * Vector3.forward;
|
||||
|
||||
hdLightData.intensity = referenceIntensity * Mathf.Pow( sphereRadius / referenceDistance , 2f );
|
||||
}
|
||||
hdLightData.intensity = referenceIntensity * Mathf.Pow(sphereRadius / referenceDistance , 2f);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -174,9 +174,9 @@ Shader "Custom/StencilShowShader"
|
|||
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitDepthPass.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitDepthPass.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
|
||||
|
||||
#pragma vertex Vert
|
||||
#pragma fragment Frag
|
||||
|
@ -212,8 +212,8 @@ Shader "Custom/StencilShowShader"
|
|||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitSharePass.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassMotionVectors.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassMotionVectors.hlsl"
|
||||
|
||||
#pragma vertex Vert
|
||||
#pragma fragment Frag
|
||||
|
@ -251,8 +251,8 @@ Shader "Custom/StencilShowShader"
|
|||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitSharePass.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl"
|
||||
|
||||
#pragma vertex Vert
|
||||
#pragma fragment Frag
|
||||
|
@ -280,8 +280,8 @@ Shader "Custom/StencilShowShader"
|
|||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitSharePass.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl"
|
||||
|
||||
#pragma vertex Vert
|
||||
#pragma fragment Frag
|
||||
|
@ -307,8 +307,8 @@ Shader "Custom/StencilShowShader"
|
|||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitDistortionPass.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDistortion.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDistortion.hlsl"
|
||||
|
||||
#pragma vertex Vert
|
||||
#pragma fragment Frag
|
||||
|
|
|
@ -174,9 +174,9 @@ Shader "Custom/StencilWriteShader"
|
|||
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitDepthPass.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitDepthPass.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
|
||||
|
||||
#pragma vertex Vert
|
||||
#pragma fragment Frag
|
||||
|
@ -212,8 +212,8 @@ Shader "Custom/StencilWriteShader"
|
|||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitSharePass.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassMotionVectors.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassMotionVectors.hlsl"
|
||||
|
||||
#pragma vertex Vert
|
||||
#pragma fragment Frag
|
||||
|
@ -251,8 +251,8 @@ Shader "Custom/StencilWriteShader"
|
|||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitSharePass.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl"
|
||||
|
||||
#pragma vertex Vert
|
||||
#pragma fragment Frag
|
||||
|
@ -280,8 +280,8 @@ Shader "Custom/StencilWriteShader"
|
|||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitSharePass.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl"
|
||||
|
||||
#pragma vertex Vert
|
||||
#pragma fragment Frag
|
||||
|
@ -307,8 +307,8 @@ Shader "Custom/StencilWriteShader"
|
|||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitDistortionPass.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDistortion.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDistortion.hlsl"
|
||||
|
||||
#pragma vertex Vert
|
||||
#pragma fragment Frag
|
||||
|
|
|
@ -23,5 +23,4 @@ public class BakeProbes : MonoBehaviour
|
|||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -29,12 +29,11 @@ public class AOVLightingMode : MonoBehaviour
|
|||
return null;
|
||||
}
|
||||
|
||||
|
||||
AOVRequestDataCollection BuildAovRequest()
|
||||
{
|
||||
var aovRequestBuilder = new AOVRequestBuilder();
|
||||
var aovRequest = new AOVRequest(AOVRequest.NewDefault()).SetFullscreenOutput(LightingProperty.DiffuseOnly);
|
||||
aovRequestBuilder.Add(aovRequest, RTAllocator, null, new[] { AOVBuffers.Color }, (cmd, textures, properties) => { if (diffuse != null) cmd.Blit(textures[0], diffuse); } );
|
||||
aovRequestBuilder.Add(aovRequest, RTAllocator, null, new[] { AOVBuffers.Color }, (cmd, textures, properties) => { if (diffuse != null) cmd.Blit(textures[0], diffuse); });
|
||||
aovRequest.SetFullscreenOutput(LightingProperty.SpecularOnly);
|
||||
aovRequestBuilder.Add(aovRequest, RTAllocator, null, new[] { AOVBuffers.Color }, (cmd, textures, properties) => { if (specular != null) cmd.Blit(textures[0], specular); });
|
||||
aovRequest.SetFullscreenOutput(LightingProperty.DirectDiffuseOnly);
|
||||
|
@ -58,7 +57,7 @@ public class AOVLightingMode : MonoBehaviour
|
|||
var add = GetComponent<HDAdditionalCameraData>();
|
||||
add.SetAOVRequests(null);
|
||||
}
|
||||
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
OnDisable();
|
||||
|
|
|
@ -11,7 +11,6 @@ public enum Type
|
|||
};
|
||||
public class Motion : MonoBehaviour
|
||||
{
|
||||
|
||||
float angle = 0;
|
||||
float dist = 0;
|
||||
float dir = 1.0f;
|
||||
|
@ -36,7 +35,7 @@ public class Motion : MonoBehaviour
|
|||
{
|
||||
if (type == Type.Circle)
|
||||
{
|
||||
if(perFrame)
|
||||
if (perFrame)
|
||||
{
|
||||
float fixedStep = speed / 30.0f;
|
||||
angle += fixedStep;
|
||||
|
@ -69,7 +68,6 @@ public class Motion : MonoBehaviour
|
|||
|
||||
Vector3 offset = axisSide.normalized * dist;// new Vector3(dist, 0.0f, 0.0f);
|
||||
transform.position = originalPos + offset;
|
||||
|
||||
}
|
||||
if (type == Type.Rotate)
|
||||
{
|
||||
|
|
|
@ -7,14 +7,13 @@ public class TriggerMotionVecView : MonoBehaviour
|
|||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
HDRenderPipeline hdrp = UnityEngine.Rendering.RenderPipelineManager.currentPipeline as HDRenderPipeline;
|
||||
if(hdrp != null)
|
||||
if (hdrp != null)
|
||||
hdrp.debugDisplaySettings.data.fullScreenDebugMode = FullScreenDebugMode.MotionVectors;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.HighDefinition;
|
||||
using System;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
Shader "Hidden/Shader/BluePP"
|
||||
Shader "Hidden/Shader/BluePP"
|
||||
{
|
||||
HLSLINCLUDE
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.HighDefinition;
|
||||
using System;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
Shader "Hidden/Shader/GreenPP"
|
||||
Shader "Hidden/Shader/GreenPP"
|
||||
{
|
||||
HLSLINCLUDE
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.HighDefinition;
|
||||
using System;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
Shader "Hidden/Shader/RedPP"
|
||||
Shader "Hidden/Shader/RedPP"
|
||||
{
|
||||
HLSLINCLUDE
|
||||
|
||||
|
|
|
@ -4,7 +4,7 @@ using UnityEngine.Rendering;
|
|||
public class SetCameraDrsFilter : MonoBehaviour
|
||||
{
|
||||
public DynamicResUpscaleFilter DrsFilter = DynamicResUpscaleFilter.Bilinear;
|
||||
|
||||
|
||||
private Camera m_Camera = null;
|
||||
|
||||
void Start()
|
||||
|
|
|
@ -97,14 +97,14 @@ public class MultiCam : MonoBehaviour
|
|||
{
|
||||
for (var x = 0; x < tiles.x; ++x)
|
||||
{
|
||||
if ( i < sets.Length ) sets[i].gameObject.SetActive(true);
|
||||
if ( i < modifiers.Length ) modifiers[i].Invoke();
|
||||
if (i < sets.Length) sets[i].gameObject.SetActive(true);
|
||||
if (i < modifiers.Length) modifiers[i].Invoke();
|
||||
|
||||
targetCam.Render();
|
||||
|
||||
Graphics.CopyTexture(smallRT, 0, 0, 0, 0, singleRes.x, singleRes.y, rt, 0, 0, x*singleRes.x, (tiles.y-y-1)*singleRes.y);
|
||||
Graphics.CopyTexture(smallRT, 0, 0, 0, 0, singleRes.x, singleRes.y, rt, 0, 0, x * singleRes.x, (tiles.y - y - 1) * singleRes.y);
|
||||
|
||||
if ( i < sets.Length ) sets[i].gameObject.SetActive(false);
|
||||
if (i < sets.Length) sets[i].gameObject.SetActive(false);
|
||||
++i;
|
||||
}
|
||||
}
|
||||
|
@ -116,7 +116,7 @@ public class MultiCam : MonoBehaviour
|
|||
if (displayObject != null && displayObject.sharedMaterial != null)
|
||||
{
|
||||
displayObject.sharedMaterial.SetTexture(displayTextureProperty, rt);
|
||||
displayObject.transform.localScale = new Vector3( (singleRes.x*tiles.x) * 1f/(singleRes.y*tiles.y) ,1f,1f);
|
||||
displayObject.transform.localScale = new Vector3((singleRes.x * tiles.x) * 1f / (singleRes.y * tiles.y) , 1f, 1f);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -15,7 +15,7 @@ public class LightScriptCreator : MonoBehaviour
|
|||
|
||||
public Material transparentShadowCastingMaterial;
|
||||
|
||||
IEnumerable< Vector2Int > GetGridPositions()
|
||||
IEnumerable<Vector2Int> GetGridPositions()
|
||||
{
|
||||
for (int x = 0; x < gridWidth; x++)
|
||||
for (int y = 0; y < gridHeight; y++)
|
||||
|
@ -33,7 +33,7 @@ public class LightScriptCreator : MonoBehaviour
|
|||
|
||||
// Position the light in front of the plane
|
||||
go.transform.localPosition = new Vector3(position.x, position.y, -3);
|
||||
|
||||
|
||||
var hdLight = go.AddHDLight(HDLightTypeAndShape.Point);
|
||||
|
||||
// Set global parameters
|
||||
|
@ -116,7 +116,7 @@ public class LightScriptCreator : MonoBehaviour
|
|||
hdLight.EnableShadows(true);
|
||||
hdLight.SetShadowResolution(Mathf.NextPowerOfTwo(Random.Range(32, 512)));
|
||||
var occluder = GameObject.CreatePrimitive(PrimitiveType.Quad);
|
||||
occluder.GetComponent< MeshRenderer >().sharedMaterial = transparentShadowCastingMaterial;
|
||||
occluder.GetComponent<MeshRenderer>().sharedMaterial = transparentShadowCastingMaterial;
|
||||
occluder.transform.SetParent(hdLight.transform, false);
|
||||
occluder.transform.localPosition = new Vector3(0, 0, 0.5f);
|
||||
occluder.transform.localScale = Vector3.one * 0.4f;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
Shader "FullScreen/BeforeOpaqueDepthAndNormal"
|
||||
Shader "FullScreen/BeforeOpaqueDepthAndNormal"
|
||||
{
|
||||
HLSLINCLUDE
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering.HighDefinition;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Experimental.Rendering;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
Shader "Hidden/Outline"
|
||||
Shader "Hidden/Outline"
|
||||
{
|
||||
HLSLINCLUDE
|
||||
|
||||
|
@ -17,7 +17,7 @@
|
|||
#define c45 0.707107
|
||||
#define c225 0.9238795
|
||||
#define s225 0.3826834
|
||||
|
||||
|
||||
#define MAXSAMPLES 8
|
||||
// Neighbour pixel positions
|
||||
static float2 samplingPositions[MAXSAMPLES] =
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering.HighDefinition;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Experimental.Rendering;
|
||||
|
@ -20,4 +20,4 @@ class WriteNormals : CustomPass
|
|||
{
|
||||
// Cleanup code
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
Shader "Renderers/Renderers_Test"
|
||||
Shader "Renderers/Renderers_Test"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
|
@ -44,7 +44,7 @@
|
|||
|
||||
// Toggle fog on transparent
|
||||
#define _ENABLE_FOG_ON_TRANSPARENT
|
||||
|
||||
|
||||
// List all the attributes needed in your shader (will be passed to the vertex shader)
|
||||
// you can see the complete list of these attributes in VaryingMesh.hlsl
|
||||
#define ATTRIBUTES_NEED_TEXCOORD0
|
||||
|
@ -54,7 +54,7 @@
|
|||
// List all the varyings needed in your fragment shader
|
||||
#define VARYINGS_NEED_TEXCOORD0
|
||||
#define VARYINGS_NEED_TANGENT_TO_WORLD
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderers.hlsl"
|
||||
|
||||
TEXTURE2D(_ColorMap);
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering.HighDefinition;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Experimental.Rendering;
|
||||
|
@ -46,6 +46,6 @@ class Blur : CustomPass
|
|||
|
||||
protected override void Cleanup()
|
||||
{
|
||||
halfResTarget.Release();
|
||||
halfResTarget.Release();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering.HighDefinition;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Experimental.Rendering;
|
||||
|
@ -69,4 +69,4 @@ class Copy : CustomPass
|
|||
}
|
||||
|
||||
protected override void Cleanup() => halfResTarget.Release();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering.HighDefinition;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Experimental.Rendering;
|
||||
|
@ -62,7 +62,7 @@ class OverrideCamera : CustomPass
|
|||
depthState = new DepthState(true, CompareFunction.LessEqual)
|
||||
};
|
||||
|
||||
// Render from camera 1
|
||||
// Render from camera 1
|
||||
CustomPassUtils.RenderFromCamera(ctx, customCamera1, temp, ctx.customDepthBuffer.Value, ClearFlag.All, -1, overrideRenderState: overrideDepth);
|
||||
CustomPassUtils.Copy(
|
||||
ctx, temp, ctx.cameraColorBuffer,
|
||||
|
@ -111,4 +111,4 @@ class OverrideCamera : CustomPass
|
|||
halfResColor.Release();
|
||||
halfResDepth.Release();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -45,7 +45,7 @@ Shader "Renderers/RenderersTemplate"
|
|||
|
||||
// Toggle fog on transparent
|
||||
#define _ENABLE_FOG_ON_TRANSPARENT
|
||||
|
||||
|
||||
// List all the attributes needed in your shader (will be passed to the vertex shader)
|
||||
// you can see the complete list of these attributes in VaryingMesh.hlsl
|
||||
#define ATTRIBUTES_NEED_TEXCOORD0
|
||||
|
@ -55,7 +55,7 @@ Shader "Renderers/RenderersTemplate"
|
|||
// List all the varyings needed in your fragment shader
|
||||
#define VARYINGS_NEED_TEXCOORD0
|
||||
#define VARYINGS_NEED_TANGENT_TO_WORLD
|
||||
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderers.hlsl"
|
||||
|
||||
TEXTURE2D(_ColorMap);
|
||||
|
|
|
@ -2,23 +2,19 @@ using System.Collections;
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class SimulateAndPauseSystem : MonoBehaviour {
|
||||
|
||||
public class SimulateAndPauseSystem : MonoBehaviour
|
||||
{
|
||||
public float forwardTime = 1.5f;
|
||||
private ParticleSystem ps;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
|
||||
ps = GetComponent<ParticleSystem>();
|
||||
ps = GetComponent<ParticleSystem>();
|
||||
|
||||
if (ps)
|
||||
{
|
||||
ps.Simulate(forwardTime);
|
||||
ps.Pause();
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (ps)
|
||||
{
|
||||
ps.Simulate(forwardTime);
|
||||
ps.Pause();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -16,45 +16,45 @@ public class AovOutput : MonoBehaviour
|
|||
Material _material;
|
||||
MaterialPropertyBlock _props;
|
||||
|
||||
(RTHandle output, RTHandle color, RTHandle depth, RTHandle normal, RTHandle motionvector) _rt;
|
||||
(RTHandle output, RTHandle color, RTHandle depth, RTHandle normal, RTHandle motionvector)_rt;
|
||||
|
||||
RTHandle RTAllocator(AOVBuffers bufferID)
|
||||
{
|
||||
if (bufferID == AOVBuffers.Output)
|
||||
return _rt.output ??
|
||||
(_rt.output = RTHandles.Alloc(
|
||||
_outputTexture.width, _outputTexture.height, 1,
|
||||
DepthBits.None, GraphicsFormat.R8G8B8A8_SRGB));
|
||||
_outputTexture.width, _outputTexture.height, 1,
|
||||
DepthBits.None, GraphicsFormat.R8G8B8A8_SRGB));
|
||||
|
||||
if (bufferID == AOVBuffers.Color)
|
||||
return _rt.color ??
|
||||
(_rt.color = RTHandles.Alloc(
|
||||
_colorTexture.width, _colorTexture.height, 1,
|
||||
DepthBits.None, GraphicsFormat.R8G8B8A8_SRGB));
|
||||
_colorTexture.width, _colorTexture.height, 1,
|
||||
DepthBits.None, GraphicsFormat.R8G8B8A8_SRGB));
|
||||
|
||||
if (bufferID == AOVBuffers.DepthStencil)
|
||||
return _rt.depth ??
|
||||
(_rt.depth = RTHandles.Alloc(
|
||||
_depthTexture.width, _depthTexture.height, 1,
|
||||
DepthBits.None, GraphicsFormat.R8G8B8A8_SRGB));
|
||||
_depthTexture.width, _depthTexture.height, 1,
|
||||
DepthBits.None, GraphicsFormat.R8G8B8A8_SRGB));
|
||||
|
||||
|
||||
if (bufferID == AOVBuffers.Normals)
|
||||
return _rt.normal ??
|
||||
(_rt.normal = RTHandles.Alloc(
|
||||
_normalTexture.width, _normalTexture.height, 1,
|
||||
DepthBits.None, GraphicsFormat.R8G8B8A8_UNorm));
|
||||
_normalTexture.width, _normalTexture.height, 1,
|
||||
DepthBits.None, GraphicsFormat.R8G8B8A8_UNorm));
|
||||
|
||||
return _rt.motionvector ??
|
||||
(_rt.motionvector = RTHandles.Alloc(
|
||||
_motionVectorsTexture.width, _motionVectorsTexture.height, 1,
|
||||
DepthBits.None, GraphicsFormat.R8G8B8A8_SRGB));
|
||||
_motionVectorsTexture.width, _motionVectorsTexture.height, 1,
|
||||
DepthBits.None, GraphicsFormat.R8G8B8A8_SRGB));
|
||||
}
|
||||
|
||||
void AovCallback(
|
||||
CommandBuffer cmd,
|
||||
List<RTHandle> buffers,
|
||||
RenderOutputProperties outProps
|
||||
CommandBuffer cmd,
|
||||
List<RTHandle> buffers,
|
||||
RenderOutputProperties outProps
|
||||
)
|
||||
{
|
||||
// Shader objects instantiation
|
||||
|
@ -106,15 +106,16 @@ public class AovOutput : MonoBehaviour
|
|||
AOVRequest.NewDefault(),
|
||||
RTAllocator,
|
||||
null, // lightFilter
|
||||
new[] {
|
||||
AOVBuffers.Output,
|
||||
AOVBuffers.Color,
|
||||
AOVBuffers.DepthStencil,
|
||||
AOVBuffers.Normals,
|
||||
AOVBuffers.MotionVectors
|
||||
new[]
|
||||
{
|
||||
AOVBuffers.Output,
|
||||
AOVBuffers.Color,
|
||||
AOVBuffers.DepthStencil,
|
||||
AOVBuffers.Normals,
|
||||
AOVBuffers.MotionVectors
|
||||
},
|
||||
AovCallback
|
||||
).Build();
|
||||
).Build();
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
|
|
|
@ -17,13 +17,14 @@ public class AOVOutputBuffer : MonoBehaviour
|
|||
{
|
||||
return _rt ?? (_rt = RTHandles.Alloc(_outputTexture.width, _outputTexture.height));
|
||||
}
|
||||
|
||||
void AovCallback(
|
||||
CommandBuffer cmd,
|
||||
List<RTHandle> buffers,
|
||||
RenderOutputProperties outProps
|
||||
)
|
||||
)
|
||||
{
|
||||
if(buffers.Count > 0)
|
||||
if (buffers.Count > 0)
|
||||
{
|
||||
cmd.Blit(buffers[0], _outputTexture);
|
||||
}
|
||||
|
@ -42,11 +43,12 @@ public class AOVOutputBuffer : MonoBehaviour
|
|||
aovRequest,
|
||||
RTAllocator,
|
||||
null, // lightFilter
|
||||
new[] {
|
||||
AOVBuffers.Output,
|
||||
new[]
|
||||
{
|
||||
AOVBuffers.Output,
|
||||
},
|
||||
AovCallback
|
||||
).Build();
|
||||
).Build();
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
|
@ -58,6 +60,5 @@ public class AOVOutputBuffer : MonoBehaviour
|
|||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -16,12 +16,13 @@ public class AOVOutputCustomPass : MonoBehaviour
|
|||
{
|
||||
return _rt ?? (_rt = RTHandles.Alloc(_outputTexture.width, _outputTexture.height));
|
||||
}
|
||||
|
||||
void AovCallbackEx(
|
||||
CommandBuffer cmd,
|
||||
List<RTHandle> buffers,
|
||||
List<RTHandle> customBuffers,
|
||||
RenderOutputProperties outProps
|
||||
)
|
||||
)
|
||||
{
|
||||
if (buffers.Count > 0)
|
||||
{
|
||||
|
@ -50,7 +51,7 @@ public class AOVOutputCustomPass : MonoBehaviour
|
|||
customPassAovBuffers,
|
||||
bufferId => bufAlloc,
|
||||
AovCallbackEx
|
||||
).Build();
|
||||
).Build();
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
|
@ -62,6 +63,5 @@ public class AOVOutputCustomPass : MonoBehaviour
|
|||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -15,7 +15,7 @@ public class CameraMipBias : MonoBehaviour
|
|||
{
|
||||
if (m_camData != null)
|
||||
return;
|
||||
|
||||
|
||||
m_camData = GetComponentInParent<HDAdditionalCameraData>();
|
||||
}
|
||||
|
||||
|
|
|
@ -16,8 +16,8 @@ echo "Project: $project"
|
|||
echo
|
||||
|
||||
for a in $platforms; do
|
||||
for b in $pipelines; do
|
||||
echo $unity -projectPath "$project" -forgetProjectPath -automated -testResults "$project/TestResults-$a-$b.xml" -logFile "$project/Log-$a-$b.log" -runTests -testPlatform $a
|
||||
$unity -projectPath "$project" -forgetProjectPath -automated -testResults "$project/TestResults-$a-$b.xml" -logFile "$project/Log-$a-$b.log" -runTests -testPlatform $a
|
||||
for b in $pipelines; do
|
||||
echo $unity -projectPath "$project" -forgetProjectPath -automated -testResults "$project/TestResults-$a-$b.xml" -logFile "$project/Log-$a-$b.log" -runTests -testPlatform $a
|
||||
$unity -projectPath "$project" -forgetProjectPath -automated -testResults "$project/TestResults-$a-$b.xml" -logFile "$project/Log-$a-$b.log" -runTests -testPlatform $a
|
||||
done
|
||||
done
|
||||
|
|
Загрузка…
Ссылка в новой задаче