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#pragma vertex vert + #pragma fragment frag + #pragma target 4.5 // required for cube array + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" + + struct appdata + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + }; + + struct v2f + { + float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD8; + float3 normalWS : NORMAL; + }; + + v2f vert (appdata v) + { + v2f o; + o.positionWS = TransformObjectToWorld(v.positionOS.xyz); + o.positionCS = TransformWorldToHClip(o.positionWS.xyz); + o.normalWS = TransformObjectToWorldNormal(v.normalOS); + return o; + } + + UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityPerMaterial) //SRPBatcher + float4 _BaseColor; + float _Smoothness; + UNITY_INSTANCING_CBUFFER_SCOPE_END //SRPBatcher + + // Copied from LightEvaluation.hlsl otherwise there will be a hell of include file dependencies + float ComputeDistanceBaseRoughness_Copy(float distIntersectionToShadedPoint, float distIntersectionToProbeCenter, float perceptualRoughness) + { + float newPerceptualRoughness = clamp(distIntersectionToShadedPoint / distIntersectionToProbeCenter * perceptualRoughness, 0, perceptualRoughness); + return lerp(newPerceptualRoughness, perceptualRoughness, perceptualRoughness); + } + + // Copied from LightEvaluation.hlsl otherwise there will be a hell of include file dependencies + float4 SampleEnvWithDistanceBaseRoughness_Copy(LightLoopContext lightLoopContext, PositionInputs posInput, EnvLightData lightData, float3 R, float perceptualRoughness, float intersectionDistance, int sliceIdx = 0) + { + // Only apply distance based roughness for non-sky reflection probe + if (lightLoopContext.sampleReflection == SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES && IsEnvIndexCubemap(lightData.envIndex)) + { + perceptualRoughness = lerp(perceptualRoughness, ComputeDistanceBaseRoughness_Copy(intersectionDistance, length(R), perceptualRoughness), lightData.distanceBasedRoughness); + } + + return SampleEnv(lightLoopContext, lightData.envIndex, R, PerceptualRoughnessToMipmapLevel(perceptualRoughness) * lightData.roughReflections, lightData.rangeCompressionFactorCompensation, posInput.positionNDC, sliceIdx); + } + + float4 frag (v2f i) : SV_Target + { + float4 col = _BaseColor; + + PositionInputs posInput; + posInput.positionWS = i.positionWS; + posInput.positionSS = uint2(i.positionCS.xy); + posInput.positionNDC = posInput.positionSS; + posInput.positionNDC *= _ScreenSize.zw; + + float3 V = GetWorldSpaceNormalizeViewDir(i.positionWS); + float3 R = reflect(-V, i.normalWS); + float roughness = 1.0-_Smoothness; + + LightLoopContext context; + context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_SKY; //ONLY this is different with reflection probe + + // Scalarized loop, same rationale of the punctual light version + uint envLightStart = 0; + uint envLightCount =_EnvLightCount; + uint v_envLightListOffset = 0; + uint v_envLightIdx = envLightStart; + + #if NEED_TO_CHECK_HELPER_LANE + // On some platform helper lanes don't behave as we'd expect, therefore we prevent them from entering the loop altogether. + // IMPORTANT! This has implications if ddx/ddy is used on results derived from lighting, however given Lightloop is called in compute we should be + // sure it will not happen. + bool isHelperLane = WaveIsHelperLane(); + while (!isHelperLane && v_envLightListOffset < envLightCount) + #else + while (v_envLightListOffset < envLightCount) + #endif + { + v_envLightIdx = FetchIndex(envLightStart, v_envLightListOffset); + + EnvLightData s_envLightData = FetchEnvLight(v_envLightIdx); // Scalar load. + float4 preLD = SampleEnvWithDistanceBaseRoughness_Copy(context, posInput, s_envLightData, R, roughness, 0.0); + col.rgb += preLD.rgb; + + v_envLightListOffset++; + } + + col.rgb *= GetCurrentExposureMultiplier(); + return col; + } + ENDHLSL + } + UsePass "HDRP/Lit/DEPTHONLY" + } +} \ No newline at end of file diff --git a/Assets/HDRPLitBreakdown/HDRP_Ambient.shader.meta b/Assets/HDRPLitBreakdown/HDRP_Ambient.shader.meta new file mode 100644 index 0000000..beedb7e --- /dev/null +++ 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normalWS : NORMAL; + float4 tangentWS : TANGENT; + }; + + v2f vert (appdata v) + { + v2f o; + o.positionCS = TransformObjectToHClip(v.positionOS.xyz); + o.normalWS = TransformObjectToWorldNormal(v.normalOS); + o.tangentWS = float4(TransformObjectToWorldDir(v.tangentOS.xyz), v.tangentOS.w); + o.uv = v.uv; + return o; + } + + UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityPerMaterial) //SRPBatcher + float4 _BaseColor; + UNITY_INSTANCING_CBUFFER_SCOPE_END //SRPBatcher + + float4 frag (v2f i) : SV_Target + { + float4 col = _BaseColor; + + PositionInputs posInput; + posInput.positionSS = uint2(i.positionCS.xy); + + float3x3 tangentToWorld = BuildTangentToWorld(i.tangentWS, i.normalWS.xyz); + float3 vtxNormal = tangentToWorld[2]; + float alpha = 1.0; // unused + + DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, vtxNormal, GetMeshRenderingLayerMask(), alpha); + + col.rgb = decalSurfaceData.baseColor.rgb; + + return col; + } + ENDHLSL + } + UsePass "HDRP/Lit/DEPTHONLY" + } +} \ No 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"Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinGIUtilities.hlsl" + + struct appdata + { + float4 positionOS : POSITION; + float2 texCoord1 : TEXCOORD1; + float2 texCoord2 : TEXCOORD2; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + }; + + struct v2f + { + float2 texCoord1 : TEXCOORD1; + float2 texCoord2 : TEXCOORD2; + float3 positionWS : TEXCOORD0; + float4 positionCS : SV_POSITION; + float3 normalWS : NORMAL; + float4 tangentWS : TANGENT; + }; + + v2f vert (appdata v) + { + v2f o; + o.positionWS = TransformObjectToWorld(v.positionOS.xyz); + o.positionCS = TransformWorldToHClip(o.positionWS.xyz); + o.texCoord1 = v.texCoord1; + o.texCoord2 = v.texCoord2; + o.normalWS = TransformObjectToWorldNormal(v.normalOS); + o.tangentWS = float4(TransformObjectToWorldDir(v.tangentOS.xyz), v.tangentOS.w); + return o; + } + + UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityPerMaterial) //SRPBatcher + float4 _BaseColor; + UNITY_INSTANCING_CBUFFER_SCOPE_END //SRPBatcher + + float4 frag (v2f i) : SV_Target + { + float4 col = _BaseColor; + + float3x3 tangentToWorld = BuildTangentToWorld(i.tangentWS, i.normalWS.xyz); + float3 backNormalWS = -tangentToWorld[2]; + + PositionInputs posInput; + posInput.positionWS = i.positionWS; + + uint renderingLayers = GetMeshRenderingLayerMask(); + + float3 bakeDiffuseLighting = 0; + float3 backBakeDiffuseLighting = 0; + SampleBakedGI( posInput, i.normalWS, backNormalWS, renderingLayers, i.texCoord1.xy, i.texCoord2.xy, + bakeDiffuseLighting, backBakeDiffuseLighting); + + col.rgb = bakeDiffuseLighting * GetCurrentExposureMultiplier(); + + return col; + } + ENDHLSL + } + UsePass "HDRP/Lit/DEPTHONLY" + } +} \ No newline at end of file diff --git a/Assets/HDRPLitBreakdown/HDRP_Lightmap.shader.meta 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positionCS : SV_POSITION; + float3 normalWS : NORMAL; + }; + + v2f vert (appdata v) + { + v2f o; + o.positionCS = TransformObjectToHClip(v.positionOS.xyz); + o.normalWS = TransformObjectToWorldNormal(v.normalOS); + return o; + } + + UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityPerMaterial) //SRPBatcher + float4 _BaseColor; + UNITY_INSTANCING_CBUFFER_SCOPE_END //SRPBatcher + + float4 frag (v2f i) : SV_Target + { + float4 col = _BaseColor; + + half3 lightprobe = EvaluateLightProbe(i.normalWS); + col.rgb = lightprobe * GetCurrentExposureMultiplier(); + + return col; + } + ENDHLSL + } + UsePass "HDRP/Lit/DEPTHONLY" + } +} \ No newline at end of file diff --git a/Assets/HDRPLitBreakdown/HDRP_Lightprobe.shader.meta b/Assets/HDRPLitBreakdown/HDRP_Lightprobe.shader.meta new file mode 100644 index 0000000..fd13157 --- /dev/null +++ b/Assets/HDRPLitBreakdown/HDRP_Lightprobe.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c513bd22c1aa1414e9db9e86b6bebf7e +ShaderImporter: + externalObjects: 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SubShader + { + Tags { "RenderType"="Opaque" "RenderPipeline" = "HDRenderPipeline" } + + Pass + { + Name "Forward" + Tags { "LightMode" = "Forward" } + + HLSLPROGRAM + + #pragma vertex vert + #pragma fragment frag + + // Must declare these otherwise you get "Undefined punctual shadow filter algorithm" errors + #pragma multi_compile_fragment PUNCTUAL_SHADOW_LOW PUNCTUAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_HIGH + #pragma multi_compile_fragment DIRECTIONAL_SHADOW_LOW DIRECTIONAL_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH + #pragma multi_compile_fragment AREA_SHADOW_MEDIUM AREA_SHADOW_HIGH + + // For the additional lights + #pragma multi_compile_fragment USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST + + // Need all these include files to use LightEvaluation.hlsl + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Debug.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadow.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyCommon.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.cs.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/AreaLighting.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/VolumeProjection.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl" + + struct appdata + { + float4 positionOS : POSITION; + float2 uv : TEXCOORD0; + float3 normalOS : NORMAL; + }; + + struct v2f + { + float2 uv : TEXCOORD0; + float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD8; + float3 normalWS : NORMAL; + }; + + v2f vert (appdata v) + { + v2f o; + o.positionWS = TransformObjectToWorld(v.positionOS.xyz); + o.positionCS = TransformWorldToHClip(o.positionWS.xyz); + o.uv = v.uv; + o.normalWS = TransformObjectToWorldNormal(v.normalOS); + return o; + } + + UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityPerMaterial) //SRPBatcher + float4 _BaseColor; + UNITY_INSTANCING_CBUFFER_SCOPE_END //SRPBatcher + + float4 frag (v2f i) : SV_Target + { + float4 col = _BaseColor; + + uint renderingLayers = GetMeshRenderingLayerMask(); + uint2 positionSS = uint2(i.positionCS.xy); + uint2 tileIndex = uint2(positionSS.xy) / GetTileSize(); + + LightLoopContext context; + + PositionInputs posInput; + ZERO_INITIALIZE(PositionInputs, posInput); + posInput.positionWS = i.positionWS; + posInput.tileCoord = tileIndex; + + // Below mainly comes from LightLoop.hlsl + + uint lightCount, lightStart; + + #ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER + GetCountAndStart(posInput, LIGHTCATEGORY_PUNCTUAL, lightStart, lightCount); + #else // LIGHTLOOP_DISABLE_TILE_AND_CLUSTER + lightCount = _PunctualLightCount; + lightStart = 0; + #endif + + bool fastPath = false; + + #if SCALARIZE_LIGHT_LOOP + uint lightStartLane0; + fastPath = IsFastPath(lightStart, lightStartLane0); + + if (fastPath) + { + lightStart = lightStartLane0; + } + #endif + + // Scalarized loop. All lights that are in a tile/cluster touched by any pixel in the wave are loaded (scalar load), only the one relevant to current thread/pixel are processed. + // For clarity, the following code will follow the convention: variables starting with s_ are meant to be wave uniform (meant for scalar register), + // v_ are variables that might have different value for each thread in the wave (meant for vector registers). + // This will perform more loads than it is supposed to, however, the benefits should offset the downside, especially given that light data accessed should be largely coherent. + // Note that the above is valid only if wave intriniscs are supported. + uint v_lightListOffset = 0; + uint v_lightIdx = lightStart; + + #if NEED_TO_CHECK_HELPER_LANE + // On some platform helper lanes don't behave as we'd expect, therefore we prevent them from entering the loop altogether. + // IMPORTANT! This has implications if ddx/ddy is used on results derived from lighting, however given Lightloop is called in compute we should be + // sure it will not happen. + bool isHelperLane = WaveIsHelperLane(); + while (!isHelperLane && v_lightListOffset < lightCount) + #else + while (v_lightListOffset < lightCount) + #endif + { + v_lightIdx = FetchIndex(lightStart, v_lightListOffset); + + #if SCALARIZE_LIGHT_LOOP + uint s_lightIdx = ScalarizeElementIndex(v_lightIdx, fastPath); + #else + uint s_lightIdx = v_lightIdx; + #endif + + if (s_lightIdx == -1) + break; + + LightData s_lightData = FetchLight(s_lightIdx); + + // If current scalar and vector light index match, we process the light. The v_lightListOffset for current thread is increased. + // Note that the following should really be ==, however, since helper lanes are not considered by WaveActiveMin, such helper lanes could + // end up with a unique v_lightIdx value that is smaller than s_lightIdx hence being stuck in a loop. All the active lanes will not have this problem. + if (s_lightIdx >= v_lightIdx) + { + v_lightListOffset++; + if (IsMatchingLightLayer(s_lightData.lightLayers, renderingLayers)) + { + float3 L; + float4 distances; // {d, d^2, 1/d, d_proj} + GetPunctualLightVectors(i.positionWS, s_lightData, L, distances); + + float4 lightColor = EvaluateLight_Punctual(context, posInput, s_lightData, L, distances); + lightColor.rgb *= lightColor.a; + lightColor.rgb *= 0.05; + + col.rgb += lightColor.rgb; + } + } + } + + col.rgb *= GetCurrentExposureMultiplier(); + + return col; + } + + ENDHLSL + } + UsePass "HDRP/Lit/DEPTHONLY" + } +} \ No newline at end of file diff --git a/Assets/HDRPLitBreakdown/HDRP_RealtimeAddLight.shader.meta b/Assets/HDRPLitBreakdown/HDRP_RealtimeAddLight.shader.meta new file mode 100644 index 0000000..b830793 --- /dev/null +++ b/Assets/HDRPLitBreakdown/HDRP_RealtimeAddLight.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 46b7e88a3e07d084cb704e06f437336d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/HDRPLitBreakdown/HDRP_RealtimeMainLight.mat b/Assets/HDRPLitBreakdown/HDRP_RealtimeMainLight.mat new file mode 100644 index 0000000..d1fa80a --- /dev/null +++ b/Assets/HDRPLitBreakdown/HDRP_RealtimeMainLight.mat @@ -0,0 +1,31 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 8 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: HDRP_RealtimeMainLight + m_Shader: {fileID: 4800000, guid: 3f3b26936dde29848aebe2a3f1893c54, type: 3} + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 + m_ValidKeywords: [] + m_InvalidKeywords: [] + m_LightmapFlags: 4 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: [] + m_LockedProperties: + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: [] + m_Ints: [] + m_Floats: [] + m_Colors: + - _BaseColor: {r: 0.5, g: 0.5, b: 0.5, a: 1} + m_BuildTextureStacks: [] + m_AllowLocking: 1 diff --git a/Assets/HDRPLitBreakdown/HDRP_RealtimeMainLight.mat.meta b/Assets/HDRPLitBreakdown/HDRP_RealtimeMainLight.mat.meta new file mode 100644 index 0000000..96cc9e9 --- /dev/null +++ b/Assets/HDRPLitBreakdown/HDRP_RealtimeMainLight.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: daa9c92b6130cc04a8dd70821b43f152 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/HDRPLitBreakdown/HDRP_RealtimeMainLight.shader b/Assets/HDRPLitBreakdown/HDRP_RealtimeMainLight.shader new file mode 100644 index 0000000..cf5631a --- /dev/null +++ b/Assets/HDRPLitBreakdown/HDRP_RealtimeMainLight.shader @@ -0,0 +1,71 @@ +Shader "Unlit/HDRP_RealtimeMainLight" +{ + Properties + { + [MainColor] _BaseColor("Color", Color) = (0.5,0.5,0.5,1) + } + SubShader + { + Tags { "RenderType"="Opaque" "RenderPipeline" = "HDRenderPipeline" } + + Pass + { + Name "Forward" + Tags { "LightMode" = "Forward" } + + HLSLPROGRAM + + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + float3 normalOS : NORMAL; + }; + + struct v2f + { + float2 uv : TEXCOORD0; + float4 vertex : SV_POSITION; + float3 normalWS : NORMAL; + }; + + v2f vert (appdata v) + { + v2f o; + o.vertex = TransformObjectToHClip(v.vertex.xyz); + o.uv = v.uv; + o.normalWS = TransformObjectToWorldNormal(v.normalOS); + return o; + } + + UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityPerMaterial) //SRPBatcher + float4 _BaseColor; + UNITY_INSTANCING_CBUFFER_SCOPE_END //SRPBatcher + + float4 frag (v2f i) : SV_Target + { + float4 col = _BaseColor; + + if (_DirectionalShadowIndex >= 0) + { + DirectionalLightData light = _DirectionalLightDatas[_DirectionalShadowIndex]; + half NdotL = saturate(dot(i.normalWS, -light.forward)); + half3 lightColor = light.color * GetCurrentExposureMultiplier(); + col.rgb *= NdotL * lightColor; + } + + return col; + } + + ENDHLSL + } + UsePass "HDRP/Lit/DEPTHONLY" + } +} \ No newline at end of file diff --git a/Assets/HDRPLitBreakdown/HDRP_RealtimeMainLight.shader.meta b/Assets/HDRPLitBreakdown/HDRP_RealtimeMainLight.shader.meta new file mode 100644 index 0000000..16ad047 --- /dev/null +++ b/Assets/HDRPLitBreakdown/HDRP_RealtimeMainLight.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3f3b26936dde29848aebe2a3f1893c54 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/HDRPLitBreakdown/HDRP_ReflectionProbe.mat b/Assets/HDRPLitBreakdown/HDRP_ReflectionProbe.mat new file mode 100644 index 0000000..219ee35 --- /dev/null +++ b/Assets/HDRPLitBreakdown/HDRP_ReflectionProbe.mat @@ -0,0 +1,32 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 8 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: HDRP_ReflectionProbe + m_Shader: {fileID: 4800000, guid: 97378265f2638d749a4335f5f91fac14, type: 3} + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 + m_ValidKeywords: [] + m_InvalidKeywords: [] + m_LightmapFlags: 4 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: [] + m_LockedProperties: + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: [] + m_Ints: [] + m_Floats: + - _Smoothness: 0.7 + m_Colors: + - _BaseColor: {r: 0.5, g: 0.5, b: 0.5, a: 1} + m_BuildTextureStacks: [] + m_AllowLocking: 1 diff --git a/Assets/HDRPLitBreakdown/HDRP_ReflectionProbe.mat.meta b/Assets/HDRPLitBreakdown/HDRP_ReflectionProbe.mat.meta new file mode 100644 index 0000000..d22902b --- /dev/null +++ b/Assets/HDRPLitBreakdown/HDRP_ReflectionProbe.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2c3bf2ee387b08548b05f01a6533362f +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/HDRPLitBreakdown/HDRP_ReflectionProbe.shader b/Assets/HDRPLitBreakdown/HDRP_ReflectionProbe.shader new file mode 100644 index 0000000..462bdd2 --- /dev/null +++ b/Assets/HDRPLitBreakdown/HDRP_ReflectionProbe.shader @@ -0,0 +1,123 @@ +Shader "Unlit/HDRP_ReflectionProbe" +{ + Properties + { + [MainColor] _BaseColor("Color", Color) = (0.5,0.5,0.5,1) + _Smoothness("Smoothness", Range(0,1)) = 0.5 + } + SubShader + { + Tags { "RenderType"="Opaque" "RenderPipeline" = "HDRenderPipeline" } + + Pass + { + Name "Forward" + Tags { "LightMode" = "Forward" } + + HLSLPROGRAM + + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" + + struct appdata + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + }; + + struct v2f + { + float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD8; + float3 normalWS : NORMAL; + }; + + v2f vert (appdata v) + { + v2f o; + o.positionWS = TransformObjectToWorld(v.positionOS.xyz); + o.positionCS = TransformWorldToHClip(o.positionWS.xyz); + o.normalWS = TransformObjectToWorldNormal(v.normalOS); + return o; + } + + UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityPerMaterial) //SRPBatcher + float4 _BaseColor; + float _Smoothness; + UNITY_INSTANCING_CBUFFER_SCOPE_END //SRPBatcher + + // Copied from LightEvaluation.hlsl otherwise there will be a hell of include file dependencies + float ComputeDistanceBaseRoughness_Copy(float distIntersectionToShadedPoint, float distIntersectionToProbeCenter, float perceptualRoughness) + { + float newPerceptualRoughness = clamp(distIntersectionToShadedPoint / distIntersectionToProbeCenter * perceptualRoughness, 0, perceptualRoughness); + return lerp(newPerceptualRoughness, perceptualRoughness, perceptualRoughness); + } + + // Copied from LightEvaluation.hlsl otherwise there will be a hell of include file dependencies + float4 SampleEnvWithDistanceBaseRoughness_Copy(LightLoopContext lightLoopContext, PositionInputs posInput, EnvLightData lightData, float3 R, float perceptualRoughness, float intersectionDistance, int sliceIdx = 0) + { + // Only apply distance based roughness for non-sky reflection probe + if (lightLoopContext.sampleReflection == SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES && IsEnvIndexCubemap(lightData.envIndex)) + { + perceptualRoughness = lerp(perceptualRoughness, ComputeDistanceBaseRoughness_Copy(intersectionDistance, length(R), perceptualRoughness), lightData.distanceBasedRoughness); + } + + return SampleEnv(lightLoopContext, lightData.envIndex, R, PerceptualRoughnessToMipmapLevel(perceptualRoughness) * lightData.roughReflections, lightData.rangeCompressionFactorCompensation, posInput.positionNDC, sliceIdx); + } + + float4 frag (v2f i) : SV_Target + { + float4 col = _BaseColor; + + PositionInputs posInput; + posInput.positionWS = i.positionWS; + posInput.positionSS = uint2(i.positionCS.xy); + posInput.positionNDC = posInput.positionSS; + posInput.positionNDC *= _ScreenSize.zw; + + float3 V = GetWorldSpaceNormalizeViewDir(i.positionWS); + float3 R = reflect(-V, i.normalWS); + float roughness = 1.0-_Smoothness; + + LightLoopContext context; + context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES; + + // Scalarized loop, same rationale of the punctual light version + uint envLightStart = 0; + uint envLightCount =_EnvLightCount; + uint v_envLightListOffset = 0; + uint v_envLightIdx = envLightStart; + + #if NEED_TO_CHECK_HELPER_LANE + // On some platform helper lanes don't behave as we'd expect, therefore we prevent them from entering the loop altogether. + // IMPORTANT! This has implications if ddx/ddy is used on results derived from lighting, however given Lightloop is called in compute we should be + // sure it will not happen. + bool isHelperLane = WaveIsHelperLane(); + while (!isHelperLane && v_envLightListOffset < envLightCount) + #else + while (v_envLightListOffset < envLightCount) + #endif + { + v_envLightIdx = FetchIndex(envLightStart, v_envLightListOffset); + + EnvLightData s_envLightData = FetchEnvLight(v_envLightIdx); // Scalar load. + float4 preLD = SampleEnvWithDistanceBaseRoughness_Copy(context, posInput, s_envLightData, R, roughness, 0.0); + col.rgb += preLD.rgb; + + v_envLightListOffset++; + } + + col.rgb *= GetCurrentExposureMultiplier(); + return col; + } + ENDHLSL + } + UsePass "HDRP/Lit/DEPTHONLY" + } +} \ No newline at end of file diff --git a/Assets/HDRPLitBreakdown/HDRP_ReflectionProbe.shader.meta b/Assets/HDRPLitBreakdown/HDRP_ReflectionProbe.shader.meta new file mode 100644 index 0000000..6b38509 --- /dev/null +++ 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m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: [] + m_LockedProperties: + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: [] + m_Ints: [] + m_Floats: [] + m_Colors: + - _BaseColor: {r: 0.5, g: 0.5, b: 0.5, a: 1} + m_BuildTextureStacks: [] + m_AllowLocking: 1 diff --git a/Assets/HDRPLitBreakdown/HDRP_SSAO.mat.meta b/Assets/HDRPLitBreakdown/HDRP_SSAO.mat.meta new file mode 100644 index 0000000..d1cb128 --- /dev/null +++ b/Assets/HDRPLitBreakdown/HDRP_SSAO.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ea32f7d8d02af2e47abd7478ed123baf +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/HDRPLitBreakdown/HDRP_SSAO.shader b/Assets/HDRPLitBreakdown/HDRP_SSAO.shader new file mode 100644 index 0000000..0dea6f7 --- /dev/null +++ b/Assets/HDRPLitBreakdown/HDRP_SSAO.shader @@ -0,0 +1,70 @@ +Shader "Unlit/HDRP_SSAO" +{ + Properties + { + [MainColor] _BaseColor("Color", Color) = (0.5,0.5,0.5,1) + } + SubShader + { + Tags { "RenderType"="Opaque" "RenderPipeline" = "HDRenderPipeline" } + + Pass + { + Name "Forward" + Tags { "LightMode" = "Forward" } + + HLSLPROGRAM + + #pragma vertex vert + #pragma fragment frag + + #define SHADERPASS SHADERPASS_FORWARD + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Debug.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.cs.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" //This defines the SHADERPASS macro + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialEvaluation.hlsl" + + struct appdata + { + float4 positionOS : POSITION; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + float2 uv : TEXCOORD0; + float4 positionCS : SV_POSITION; + }; + + v2f vert (appdata v) + { + v2f o; + o.positionCS = TransformObjectToHClip(v.positionOS.xyz); + o.uv = v.uv; + return o; + } + + UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityPerMaterial) //SRPBatcher + float4 _BaseColor; + UNITY_INSTANCING_CBUFFER_SCOPE_END //SRPBatcher + + float4 frag (v2f i) : SV_Target + { + float4 col = _BaseColor; + + uint2 positionSS = uint2(i.positionCS.xy); + col.rgb = GetScreenSpaceAmbientOcclusion(positionSS); + + return col; + } + ENDHLSL + } + UsePass "HDRP/Lit/DEPTHONLY" + } +} \ No newline at end of file diff --git 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vert + #pragma fragment frag + #pragma multi_compile _ DYNAMICLIGHTMAP_ON + #pragma multi_compile _ LIGHTMAP_ON + #pragma multi_compile _ DIRLIGHTMAP_COMBINED + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + + struct appdata + { + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float2 staticLightmapUV : TEXCOORD1; + float2 dynamicLightmapUV : TEXCOORD2; + }; + + struct v2f + { + float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + float3 normalWS : NORMAL; + half3 viewDirWS : TEXCOORD7; + + float2 staticLightmapUV : TEXCOORD8; + #ifdef DYNAMICLIGHTMAP_ON + float2 dynamicLightmapUV : TEXCOORD9; // Dynamic lightmap UVs + #endif + }; + + UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityPerMaterial) //SRPBatcher + float4 _BaseColor; + UNITY_INSTANCING_CBUFFER_SCOPE_END //SRPBatcher + + v2f vert (appdata v) + { + v2f o; + + o.positionWS = TransformObjectToWorld(v.positionOS.xyz); + o.positionCS = TransformWorldToHClip(o.positionWS.xyz); + o.normalWS = TransformObjectToWorldNormal(v.normalOS); + o.viewDirWS = GetWorldSpaceNormalizeViewDir(o.positionWS); + + o.staticLightmapUV = v.staticLightmapUV.xy * unity_LightmapST.xy + unity_LightmapST.zw; + #ifdef DYNAMICLIGHTMAP_ON + o.dynamicLightmapUV = v.dynamicLightmapUV.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + + return o; + } + + float4 frag (v2f i) : SV_Target + { + float4 col = _BaseColor; + + // LitForwardPass.hlsl > InitializeBakedGIData() + #if defined(DYNAMICLIGHTMAP_ON) + col.rgb = SAMPLE_GI(i.staticLightmapUV, i.dynamicLightmapUV, 0, i.normalWS); + #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) + col.rgb = SAMPLE_GI(0, + GetAbsolutePositionWS(i.positionWS), + i.normalWS, + i.viewDirWS, + i.positionCS.xy, + 1.0, + 0.0); + #endif + col.rgb = SAMPLE_GI(i.staticLightmapUV, 0, i.normalWS); + return 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b/Assets/URPLitBreakdown/URP_RealtimeAddLight.shader @@ -0,0 +1,120 @@ +Shader "URP/RealtimeAddLight" +{ + Properties + { + [MainColor] _BaseColor("Color", Color) = (0.5,0.5,0.5,1) + } + SubShader + { + Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" } + + Pass + { + Tags { "LightMode" = "UniversalForward" } + + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile _ _LIGHT_LAYERS + #pragma multi_compile _ _FORWARD_PLUS + #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + + struct appdata + { + float4 positionOS : POSITION; + + float2 staticLightmapUV : TEXCOORD1; + float2 dynamicLightmapUV : TEXCOORD2; + float3 normalOS : NORMAL; + }; + + struct v2f + { + float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + float3 normalWS : NORMAL; + }; + + UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityPerMaterial) //SRPBatcher + float4 _BaseColor; + UNITY_INSTANCING_CBUFFER_SCOPE_END //SRPBatcher + + v2f vert (appdata v) + { + v2f o; + + o.positionWS = TransformObjectToWorld(v.positionOS.xyz); + o.positionCS = TransformWorldToHClip(o.positionWS.xyz); + o.normalWS = TransformObjectToWorldNormal(v.normalOS); + + return o; + } + + float4 frag (v2f i) : SV_Target + { + float4 col = _BaseColor; + + // Dummy input data because LIGHT_LOOP_BEGIN uses it sneakily + InputData inputData; + inputData.fogCoord = 0; + inputData.positionWS = i.positionWS; + inputData.normalWS = 0; + inputData.bakedGI = 0; + inputData.positionCS = 0; + inputData.tangentToWorld = 0; + inputData.viewDirectionWS = 0; + inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(i.positionCS); + inputData.shadowCoord = 0; + inputData.shadowMask = 0; + + half4 shadowMask = 0; + + uint meshRenderingLayers = GetMeshRenderingLayer(); + #if defined(_ADDITIONAL_LIGHTS) + + uint pixelLightCount = GetAdditionalLightsCount(); + + #if USE_FORWARD_PLUS + [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) + { + FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK + + Light light = GetAdditionalLight(lightIndex, i.positionWS, shadowMask); + + #ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + half NdotL = saturate(dot(i.normalWS, light.direction)); + half3 radiance = light.color * (light.distanceAttenuation * NdotL); + col.rgb += radiance; + } + } + #endif + + LIGHT_LOOP_BEGIN(pixelLightCount) + Light light = GetAdditionalLight(lightIndex, i.positionWS, shadowMask); + + #ifdef _LIGHT_LAYERS + if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) + #endif + { + half NdotL = saturate(dot(i.normalWS, light.direction)); + half3 radiance = light.color * (light.distanceAttenuation * NdotL); + col.rgb += radiance; + } + LIGHT_LOOP_END + + #endif + + return col; + } + ENDHLSL + } + UsePass "Universal Render Pipeline/Lit/ShadowCaster" + } +} \ No newline at end of file diff --git a/Assets/URPLitBreakdown/URP_RealtimeAddLight.shader.meta b/Assets/URPLitBreakdown/URP_RealtimeAddLight.shader.meta new file mode 100644 index 0000000..a2633eb --- /dev/null +++ b/Assets/URPLitBreakdown/URP_RealtimeAddLight.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 71ec9f4d39a038945ab41e63461fca4f +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/URPLitBreakdown/URP_RealtimeAddLightShadow.mat b/Assets/URPLitBreakdown/URP_RealtimeAddLightShadow.mat new file mode 100644 index 0000000..ff51c95 --- /dev/null +++ b/Assets/URPLitBreakdown/URP_RealtimeAddLightShadow.mat @@ -0,0 +1,31 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 8 + 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"Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + + struct appdata + { + float4 positionOS : POSITION; + + float2 staticLightmapUV : TEXCOORD1; + float2 dynamicLightmapUV : TEXCOORD2; + }; + + struct v2f + { + float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + }; + + UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityPerMaterial) //SRPBatcher + float4 _BaseColor; + UNITY_INSTANCING_CBUFFER_SCOPE_END //SRPBatcher + + v2f vert (appdata v) + { + v2f o; + + o.positionWS = TransformObjectToWorld(v.positionOS.xyz); + o.positionCS = TransformWorldToHClip(o.positionWS.xyz); + + return o; + } + + float4 frag (v2f i) : SV_Target + { + float4 col = _BaseColor; + + // Dummy input data because LIGHT_LOOP_BEGIN uses it sneakily + InputData inputData; + inputData.fogCoord = 0; + inputData.positionWS = i.positionWS; + inputData.normalWS = 0; + inputData.bakedGI = 0; + 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"Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RealtimeLights.hlsl" + + struct appdata + { + float4 positionOS : POSITION; + }; + + struct v2f + { + float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + float4 shadowCoord : TEXCOORD6; + #endif + }; + + UNITY_INSTANCING_CBUFFER_SCOPE_BEGIN(UnityPerMaterial) //SRPBatcher + float4 _BaseColor; + UNITY_INSTANCING_CBUFFER_SCOPE_END //SRPBatcher + + v2f vert (appdata v) + { + v2f o; + + o.positionWS = TransformObjectToWorld(v.positionOS.xyz); + o.positionCS = TransformWorldToHClip(o.positionWS.xyz); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz); + o.shadowCoord = GetShadowCoord(vertexInput); + #endif + + return o; + } + + float4 frag (v2f i) : SV_Target + { + float4 col = 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100644 --- a/ProjectSettings/DynamicsManager.asset +++ b/ProjectSettings/DynamicsManager.asset @@ -20,7 +20,7 @@ PhysicsManager: m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff m_AutoSimulation: 1 m_AutoSyncTransforms: 0 - m_ReuseCollisionCallbacks: 0 + m_ReuseCollisionCallbacks: 1 m_ClothInterCollisionSettingsToggle: 0 m_ClothGravity: {x: 0, y: -9.81, z: 0} m_ContactPairsMode: 0 diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index 0147887..b4070fc 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset @@ -4,5 +4,10 @@ EditorBuildSettings: m_ObjectHideFlags: 0 serializedVersion: 2 - m_Scenes: [] - m_configObjects: {} + m_Scenes: + - enabled: 1 + path: 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m_EtcTextureNormalCompressor: 2 m_EtcTextureBestCompressor: 4 - m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef;asmref;rsp + m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef;rsp;asmref m_ProjectGenerationRootNamespace: - m_CollabEditorSettings: - inProgressEnabled: 1 m_EnableTextureStreamingInEditMode: 1 m_EnableTextureStreamingInPlayMode: 1 + m_EnableEditorAsyncCPUTextureLoading: 0 m_AsyncShaderCompilation: 1 - m_EnterPlayModeOptionsEnabled: 0 - m_EnterPlayModeOptions: 3 - m_ShowLightmapResolutionOverlay: 1 + m_PrefabModeAllowAutoSave: 1 + m_EnterPlayModeOptionsEnabled: 1 + m_EnterPlayModeOptions: 0 + m_GameObjectNamingDigits: 1 + m_GameObjectNamingScheme: 0 + m_AssetNamingUsesSpace: 1 + m_InspectorUseIMGUIDefaultInspector: 0 m_UseLegacyProbeSampleCount: 0 + m_SerializeInlineMappingsOnOneLine: 1 + m_DisableCookiesInLightmapper: 0 m_AssetPipelineMode: 1 + m_RefreshImportMode: 0 m_CacheServerMode: 0 m_CacheServerEndpoint: m_CacheServerNamespacePrefix: default m_CacheServerEnableDownload: 1 m_CacheServerEnableUpload: 1 + m_CacheServerEnableAuth: 0 + m_CacheServerEnableTls: 0 + m_CacheServerValidationMode: 2 + m_CacheServerDownloadBatchSize: 128 + m_EnableEnlightenBakedGI: 0 + m_ReferencedClipsExactNaming: 1 diff --git a/ProjectSettings/GraphicsSettings.asset b/ProjectSettings/GraphicsSettings.asset index 35a0fa7..0fdd4e5 100644 --- a/ProjectSettings/GraphicsSettings.asset +++ b/ProjectSettings/GraphicsSettings.asset @@ -3,7 +3,7 @@ --- !u!30 &1 GraphicsSettings: m_ObjectHideFlags: 0 - serializedVersion: 13 + serializedVersion: 16 m_Deferred: m_Mode: 1 m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} @@ -13,9 +13,6 @@ GraphicsSettings: m_ScreenSpaceShadows: m_Mode: 1 m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0} - m_LegacyDeferred: - m_Mode: 1 - m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0} m_DepthNormals: m_Mode: 1 m_Shader: {fileID: 62, guid: 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serializedVersion: 3 + m_Name: Debug Next + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: page down + altNegativeButton: + altPositiveButton: joystick button 5 + gravity: 0 + dead: 0 + sensitivity: 0 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Previous + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: page up + altNegativeButton: + altPositiveButton: joystick button 4 + gravity: 0 + dead: 0 + sensitivity: 0 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Validate + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: return + altNegativeButton: + altPositiveButton: joystick button 0 + gravity: 0 + dead: 0 + sensitivity: 0 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Persistent + descriptiveName: + descriptiveNegativeName: + negativeButton: + 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1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Vertical + descriptiveName: + descriptiveNegativeName: + negativeButton: down + positiveButton: up + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 2 + axis: 6 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Horizontal + descriptiveName: + descriptiveNegativeName: + negativeButton: left + positiveButton: right + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 2 + axis: 5 + joyNum: 0 diff --git a/ProjectSettings/MemorySettings.asset b/ProjectSettings/MemorySettings.asset new file mode 100644 index 0000000..5b5face --- /dev/null +++ b/ProjectSettings/MemorySettings.asset @@ -0,0 +1,35 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!387306366 &1 +MemorySettings: + m_ObjectHideFlags: 0 + m_EditorMemorySettings: + m_MainAllocatorBlockSize: 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a/ProjectSettings/MultiplayerManager.asset b/ProjectSettings/MultiplayerManager.asset new file mode 100644 index 0000000..2a93664 --- /dev/null +++ b/ProjectSettings/MultiplayerManager.asset @@ -0,0 +1,7 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!655991488 &1 +MultiplayerManager: + m_ObjectHideFlags: 0 + m_EnableMultiplayerRoles: 0 + m_StrippingTypes: {} diff --git a/ProjectSettings/PackageManagerSettings.asset b/ProjectSettings/PackageManagerSettings.asset new file mode 100644 index 0000000..be4a797 --- /dev/null +++ b/ProjectSettings/PackageManagerSettings.asset @@ -0,0 +1,43 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &1 +MonoBehaviour: + m_ObjectHideFlags: 61 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 13964, guid: 0000000000000000e000000000000000, type: 0} + m_Name: + m_EditorClassIdentifier: + m_EnablePreviewPackages: 0 + m_EnablePackageDependencies: 0 + m_AdvancedSettingsExpanded: 1 + m_ScopedRegistriesSettingsExpanded: 1 + oneTimeWarningShown: 0 + m_Registries: + - m_Id: main + m_Name: + m_Url: https://packages.unity.com + m_Scopes: [] + m_IsDefault: 1 + m_Capabilities: 7 + m_UserSelectedRegistryName: + m_UserAddingNewScopedRegistry: 0 + m_RegistryInfoDraft: + m_ErrorMessage: + m_Original: + m_Id: + m_Name: + m_Url: + m_Scopes: [] + m_IsDefault: 0 + m_Capabilities: 0 + m_Modified: 0 + m_Name: + m_Url: + m_Scopes: + - + m_SelectedScopeIndex: 0 diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index 73d747e..6e0d9a7 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -3,8 +3,8 @@ --- !u!129 &1 PlayerSettings: m_ObjectHideFlags: 0 - serializedVersion: 20 - productGUID: ed9c5727d0a6ef049b7f55c9626528f2 + serializedVersion: 28 + productGUID: 367d7a1863131fe4fbc4ed9393d4bc34 AndroidProfiler: 0 AndroidFilterTouchesWhenObscured: 0 AndroidEnableSustainedPerformanceMode: 0 @@ -12,8 +12,8 @@ PlayerSettings: targetDevice: 2 useOnDemandResources: 0 accelerometerFrequency: 60 - companyName: CMWDexint - productName: ShadersForFun + companyName: DefaultCompany + productName: 20250102_urp defaultCursor: {fileID: 0} cursorHotspot: {x: 0, y: 0} m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1} @@ -48,12 +48,17 @@ PlayerSettings: defaultScreenHeightWeb: 600 m_StereoRenderingPath: 0 m_ActiveColorSpace: 1 + unsupportedMSAAFallback: 0 + m_SpriteBatchMaxVertexCount: 65535 + m_SpriteBatchVertexThreshold: 300 m_MTRendering: 1 + mipStripping: 0 + numberOfMipsStripped: 0 + numberOfMipsStrippedPerMipmapLimitGroup: {} m_StackTraceTypes: 010000000100000001000000010000000100000001000000 iosShowActivityIndicatorOnLoading: -1 androidShowActivityIndicatorOnLoading: -1 iosUseCustomAppBackgroundBehavior: 0 - iosAllowHTTPDownload: 1 allowedAutorotateToPortrait: 1 allowedAutorotateToPortraitUpsideDown: 1 allowedAutorotateToLandscapeRight: 1 @@ -66,10 +71,18 @@ PlayerSettings: androidRenderOutsideSafeArea: 1 androidUseSwappy: 0 androidBlitType: 0 + androidResizeableActivity: 1 + androidDefaultWindowWidth: 1920 + androidDefaultWindowHeight: 1080 + androidMinimumWindowWidth: 400 + androidMinimumWindowHeight: 300 + androidFullscreenMode: 1 + androidAutoRotationBehavior: 1 + androidPredictiveBackSupport: 0 + androidApplicationEntry: 2 defaultIsNativeResolution: 1 macRetinaSupport: 1 runInBackground: 0 - captureSingleScreen: 0 muteOtherAudioSources: 0 Prepare IOS For Recording: 0 Force IOS Speakers When Recording: 0 @@ -77,13 +90,15 @@ PlayerSettings: hideHomeButton: 0 submitAnalytics: 1 usePlayerLog: 1 + dedicatedServerOptimizations: 1 bakeCollisionMeshes: 0 forceSingleInstance: 0 useFlipModelSwapchain: 1 resizableWindow: 0 useMacAppStoreValidation: 0 macAppStoreCategory: public.app-category.games - gpuSkinning: 0 + gpuSkinning: 1 + meshDeformation: 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PlayerSettings: xboxOneDisableKinectGpuReservation: 1 xboxOneEnable7thCore: 1 vrSettings: - cardboard: - depthFormat: 0 - enableTransitionView: 0 - daydream: - depthFormat: 0 - useSustainedPerformanceMode: 0 - enableVideoLayer: 0 - useProtectedVideoMemory: 0 - minimumSupportedHeadTracking: 0 - maximumSupportedHeadTracking: 1 - hololens: - depthFormat: 1 - depthBufferSharingEnabled: 1 - lumin: - depthFormat: 0 - frameTiming: 2 - enableGLCache: 0 - glCacheMaxBlobSize: 524288 - glCacheMaxFileSize: 8388608 - oculus: - sharedDepthBuffer: 1 - dashSupport: 1 - lowOverheadMode: 0 - protectedContext: 0 - v2Signing: 1 enable360StereoCapture: 0 isWsaHolographicRemotingEnabled: 0 enableFrameTimingStats: 0 + enableOpenGLProfilerGPURecorders: 1 + allowHDRDisplaySupport: 0 useHDRDisplay: 0 - D3DHDRBitDepth: 0 + hdrBitDepth: 0 m_ColorGamuts: 00000000 targetPixelDensity: 30 resolutionScalingMode: 0 + resetResolutionOnWindowResize: 0 androidSupportedAspectRatio: 1 - androidMaxAspectRatio: 2.1 + androidMaxAspectRatio: 2.4 + androidMinAspectRatio: 1 applicationIdentifier: - Standalone: com.CMWDexint.ShadersForFun - buildNumber: {} + Android: com.UnityTechnologies.com.unity.template.urpblank + Standalone: com.Unity-Technologies.com.unity.template.urp-blank + iPhone: com.Unity-Technologies.com.unity.template.urp-blank + buildNumber: + Standalone: 0 + VisionOS: 0 + iPhone: 0 + tvOS: 0 + overrideDefaultApplicationIdentifier: 1 AndroidBundleVersionCode: 1 - AndroidMinSdkVersion: 19 + AndroidMinSdkVersion: 23 AndroidTargetSdkVersion: 0 AndroidPreferredInstallLocation: 1 aotOptions: @@ -181,15 +184,20 @@ PlayerSettings: ForceInternetPermission: 0 ForceSDCardPermission: 0 CreateWallpaper: 0 - APKExpansionFiles: 0 + androidSplitApplicationBinary: 0 keepLoadedShadersAlive: 0 StripUnusedMeshComponents: 0 + strictShaderVariantMatching: 0 VertexChannelCompressionMask: 4054 iPhoneSdkVersion: 988 - iOSTargetOSVersionString: 10.0 + iOSSimulatorArchitecture: 0 + iOSTargetOSVersionString: 13.0 tvOSSdkVersion: 0 + tvOSSimulatorArchitecture: 0 tvOSRequireExtendedGameController: 0 - tvOSTargetOSVersionString: 10.0 + tvOSTargetOSVersionString: 13.0 + VisionOSSdkVersion: 0 + VisionOSTargetOSVersionString: 1.0 uIPrerenderedIcon: 0 uIRequiresPersistentWiFi: 0 uIRequiresFullScreen: 1 @@ -214,7 +222,6 @@ PlayerSettings: rgba: 0 iOSLaunchScreenFillPct: 100 iOSLaunchScreenSize: 100 - iOSLaunchScreenCustomXibPath: iOSLaunchScreeniPadType: 0 iOSLaunchScreeniPadImage: {fileID: 0} iOSLaunchScreeniPadBackgroundColor: @@ -222,37 +229,54 @@ PlayerSettings: rgba: 0 iOSLaunchScreeniPadFillPct: 100 iOSLaunchScreeniPadSize: 100 - iOSLaunchScreeniPadCustomXibPath: - iOSUseLaunchScreenStoryboard: 0 iOSLaunchScreenCustomStoryboardPath: + iOSLaunchScreeniPadCustomStoryboardPath: iOSDeviceRequirements: [] iOSURLSchemes: [] + macOSURLSchemes: [] iOSBackgroundModes: 0 iOSMetalForceHardShadows: 0 metalEditorSupport: 1 metalAPIValidation: 1 + metalCompileShaderBinary: 0 iOSRenderExtraFrameOnPause: 0 iosCopyPluginsCodeInsteadOfSymlink: 0 appleDeveloperTeamID: iOSManualSigningProvisioningProfileID: tvOSManualSigningProvisioningProfileID: + VisionOSManualSigningProvisioningProfileID: iOSManualSigningProvisioningProfileType: 0 tvOSManualSigningProvisioningProfileType: 0 + VisionOSManualSigningProvisioningProfileType: 0 appleEnableAutomaticSigning: 0 iOSRequireARKit: 0 iOSAutomaticallyDetectAndAddCapabilities: 1 appleEnableProMotion: 0 - clonedFromGUID: 00000000000000000000000000000000 - templatePackageId: - templateDefaultScene: - AndroidTargetArchitectures: 1 + shaderPrecisionModel: 0 + clonedFromGUID: 3c72c65a16f0acb438eed22b8b16c24a + templatePackageId: com.unity.template.urp-blank@17.0.11 + templateDefaultScene: Assets/Scenes/SampleScene.unity + useCustomMainManifest: 0 + useCustomLauncherManifest: 0 + useCustomMainGradleTemplate: 0 + useCustomLauncherGradleManifest: 0 + useCustomBaseGradleTemplate: 0 + useCustomGradlePropertiesTemplate: 0 + useCustomGradleSettingsTemplate: 0 + useCustomProguardFile: 0 + AndroidTargetArchitectures: 2 AndroidSplashScreenScale: 0 androidSplashScreen: {fileID: 0} AndroidKeystoreName: AndroidKeyaliasName: + AndroidEnableArmv9SecurityFeatures: 0 + AndroidEnableArm64MTE: 0 AndroidBuildApkPerCpuArchitecture: 0 AndroidTVCompatibility: 0 AndroidIsGame: 1 + androidAppCategory: 3 + useAndroidAppCategory: 1 + androidAppCategoryOther: AndroidEnableTango: 0 androidEnableBanner: 1 androidUseLowAccuracyLocation: 0 @@ -262,18 +286,257 @@ PlayerSettings: height: 180 banner: {fileID: 0} androidGamepadSupportLevel: 0 + AndroidMinifyRelease: 0 + AndroidMinifyDebug: 0 AndroidValidateAppBundleSize: 1 AndroidAppBundleSizeToValidate: 150 + AndroidReportGooglePlayAppDependencies: 1 + androidSymbolsSizeThreshold: 800 m_BuildTargetIcons: [] - m_BuildTargetPlatformIcons: [] - m_BuildTargetBatching: - - m_BuildTarget: Standalone - m_StaticBatching: 1 - m_DynamicBatching: 0 + m_BuildTargetPlatformIcons: + - m_BuildTarget: iPhone + m_Icons: + - m_Textures: [] + m_Width: 180 + m_Height: 180 + m_Kind: 0 + m_SubKind: iPhone + - m_Textures: [] + m_Width: 120 + m_Height: 120 + m_Kind: 0 + m_SubKind: iPhone + - m_Textures: [] + m_Width: 167 + m_Height: 167 + m_Kind: 0 + m_SubKind: iPad + - m_Textures: [] + m_Width: 152 + m_Height: 152 + m_Kind: 0 + m_SubKind: iPad + - m_Textures: [] + m_Width: 76 + m_Height: 76 + m_Kind: 0 + m_SubKind: iPad + - m_Textures: [] + m_Width: 120 + m_Height: 120 + m_Kind: 3 + m_SubKind: iPhone + - m_Textures: [] + m_Width: 80 + m_Height: 80 + m_Kind: 3 + m_SubKind: iPhone + - m_Textures: [] + m_Width: 80 + m_Height: 80 + m_Kind: 3 + m_SubKind: iPad + - m_Textures: [] + m_Width: 40 + m_Height: 40 + m_Kind: 3 + m_SubKind: iPad + - m_Textures: [] + m_Width: 87 + m_Height: 87 + m_Kind: 1 + m_SubKind: iPhone + - m_Textures: [] + m_Width: 58 + m_Height: 58 + m_Kind: 1 + m_SubKind: iPhone + - m_Textures: [] + m_Width: 29 + m_Height: 29 + m_Kind: 1 + m_SubKind: iPhone + - m_Textures: [] + m_Width: 58 + m_Height: 58 + m_Kind: 1 + m_SubKind: iPad + - m_Textures: [] + m_Width: 29 + m_Height: 29 + m_Kind: 1 + m_SubKind: iPad + - m_Textures: [] + m_Width: 60 + m_Height: 60 + m_Kind: 2 + m_SubKind: iPhone + - m_Textures: [] + m_Width: 40 + m_Height: 40 + m_Kind: 2 + m_SubKind: iPhone + - m_Textures: [] + m_Width: 40 + m_Height: 40 + m_Kind: 2 + m_SubKind: iPad + - m_Textures: [] + m_Width: 20 + m_Height: 20 + m_Kind: 2 + m_SubKind: iPad + - m_Textures: [] + m_Width: 1024 + m_Height: 1024 + m_Kind: 4 + m_SubKind: App Store + - m_BuildTarget: Android + m_Icons: + - m_Textures: [] + m_Width: 432 + m_Height: 432 + m_Kind: 2 + m_SubKind: + - m_Textures: [] + m_Width: 324 + m_Height: 324 + m_Kind: 2 + m_SubKind: + - m_Textures: [] + m_Width: 216 + m_Height: 216 + m_Kind: 2 + m_SubKind: + - m_Textures: [] + m_Width: 162 + m_Height: 162 + m_Kind: 2 + m_SubKind: + - m_Textures: [] + m_Width: 108 + m_Height: 108 + m_Kind: 2 + m_SubKind: + - m_Textures: [] + m_Width: 81 + m_Height: 81 + m_Kind: 2 + m_SubKind: + - m_Textures: [] + m_Width: 192 + m_Height: 192 + m_Kind: 1 + m_SubKind: + - m_Textures: [] + m_Width: 144 + m_Height: 144 + m_Kind: 1 + m_SubKind: + - m_Textures: [] + m_Width: 96 + m_Height: 96 + m_Kind: 1 + m_SubKind: + - m_Textures: [] + m_Width: 72 + m_Height: 72 + m_Kind: 1 + m_SubKind: + - m_Textures: [] + m_Width: 48 + m_Height: 48 + m_Kind: 1 + m_SubKind: + - m_Textures: [] + m_Width: 36 + m_Height: 36 + m_Kind: 1 + m_SubKind: + - m_Textures: [] + m_Width: 192 + m_Height: 192 + m_Kind: 0 + m_SubKind: + - m_Textures: [] + m_Width: 144 + m_Height: 144 + m_Kind: 0 + m_SubKind: + - m_Textures: [] + m_Width: 96 + m_Height: 96 + m_Kind: 0 + m_SubKind: + - m_Textures: [] + m_Width: 72 + m_Height: 72 + m_Kind: 0 + m_SubKind: + - m_Textures: [] + m_Width: 48 + m_Height: 48 + m_Kind: 0 + m_SubKind: + - m_Textures: [] + m_Width: 36 + m_Height: 36 + m_Kind: 0 + m_SubKind: + - m_BuildTarget: tvOS + m_Icons: + - m_Textures: [] + m_Width: 1280 + m_Height: 768 + m_Kind: 0 + m_SubKind: + - m_Textures: [] + m_Width: 800 + m_Height: 480 + m_Kind: 0 + m_SubKind: + - m_Textures: [] + m_Width: 400 + m_Height: 240 + m_Kind: 0 + m_SubKind: + - m_Textures: [] + m_Width: 4640 + m_Height: 1440 + m_Kind: 1 + m_SubKind: + - m_Textures: [] + m_Width: 2320 + m_Height: 720 + m_Kind: 1 + m_SubKind: + - m_Textures: [] + m_Width: 3840 + m_Height: 1440 + m_Kind: 1 + m_SubKind: + - m_Textures: [] + m_Width: 1920 + m_Height: 720 + m_Kind: 1 + m_SubKind: + m_BuildTargetBatching: [] + m_BuildTargetShaderSettings: [] m_BuildTargetGraphicsJobs: [] m_BuildTargetGraphicsJobMode: [] - m_BuildTargetGraphicsAPIs: [] + m_BuildTargetGraphicsAPIs: + - m_BuildTarget: iOSSupport + m_APIs: 10000000 + m_Automatic: 1 + - m_BuildTarget: AndroidPlayer + m_APIs: 150000000b000000 + m_Automatic: 0 + - m_BuildTarget: WindowsStandaloneSupport + m_APIs: 0200000012000000 + m_Automatic: 0 m_BuildTargetVRSettings: [] + m_DefaultShaderChunkSizeInMB: 16 + m_DefaultShaderChunkCount: 0 openGLRequireES31: 0 openGLRequireES31AEP: 0 openGLRequireES32: 0 @@ -282,25 +545,44 @@ PlayerSettings: Android: 1 iPhone: 1 tvOS: 1 - m_BuildTargetGroupLightmapEncodingQuality: [] + m_BuildTargetGroupLightmapEncodingQuality: + - serializedVersion: 2 + m_BuildTarget: Android + m_EncodingQuality: 1 + m_BuildTargetGroupHDRCubemapEncodingQuality: [] m_BuildTargetGroupLightmapSettings: [] + m_BuildTargetGroupLoadStoreDebugModeSettings: [] + m_BuildTargetNormalMapEncoding: + - m_BuildTarget: Android + m_Encoding: 1 + m_BuildTargetDefaultTextureCompressionFormat: + - serializedVersion: 3 + m_BuildTarget: Android + m_Formats: 03000000 playModeTestRunnerEnabled: 0 runPlayModeTestAsEditModeTest: 0 actionOnDotNetUnhandledException: 1 + editorGfxJobOverride: 1 enableInternalProfiler: 0 logObjCUncaughtExceptions: 1 enableCrashReportAPI: 0 cameraUsageDescription: locationUsageDescription: microphoneUsageDescription: + bluetoothUsageDescription: + macOSTargetOSVersion: 11.0 + switchNMETAOverride: switchNetLibKey: switchSocketMemoryPoolSize: 6144 switchSocketAllocatorPoolSize: 128 switchSocketConcurrencyLimit: 14 switchScreenResolutionBehavior: 2 switchUseCPUProfiler: 0 + switchEnableFileSystemTrace: 0 + switchLTOSetting: 0 switchApplicationID: 0x01004b9000490000 switchNSODependencies: + switchCompilerFlags: switchTitleNames_0: switchTitleNames_1: switchTitleNames_2: @@ -374,7 +656,6 @@ PlayerSettings: switchReleaseVersion: 0 switchDisplayVersion: 1.0.0 switchStartupUserAccount: 0 - switchTouchScreenUsage: 0 switchSupportedLanguagesMask: 0 switchLogoType: 0 switchApplicationErrorCodeCategory: @@ -416,6 +697,7 @@ PlayerSettings: switchNativeFsCacheSize: 32 switchIsHoldTypeHorizontal: 0 switchSupportedNpadCount: 8 + switchEnableTouchScreen: 1 switchSocketConfigEnabled: 0 switchTcpInitialSendBufferSize: 32 switchTcpInitialReceiveBufferSize: 64 @@ -426,9 +708,14 @@ PlayerSettings: switchSocketBufferEfficiency: 4 switchSocketInitializeEnabled: 1 switchNetworkInterfaceManagerInitializeEnabled: 1 - switchPlayerConnectionEnabled: 1 + switchDisableHTCSPlayerConnection: 0 + switchUseNewStyleFilepaths: 0 + switchUseLegacyFmodPriorities: 0 switchUseMicroSleepForYield: 1 + switchEnableRamDiskSupport: 0 switchMicroSleepForYieldTime: 25 + switchRamDiskSpaceSize: 12 + switchUpgradedPlayerSettingsToNMETA: 0 ps4NPAgeRating: 12 ps4NPTitleSecret: ps4NPTrophyPackPath: @@ -504,31 +791,6 @@ PlayerSettings: ps4attribEyeToEyeDistanceSettingVR: 0 ps4IncludedModules: [] ps4attribVROutputEnabled: 0 - ps5ParamFilePath: - ps5VideoOutPixelFormat: 0 - ps5VideoOutInitialWidth: 1920 - ps5VideoOutOutputMode: 1 - ps5BackgroundImagePath: - ps5StartupImagePath: - ps5Pic2Path: - ps5StartupImagesFolder: - ps5IconImagesFolder: - ps5SaveDataImagePath: - ps5SdkOverride: - ps5BGMPath: - ps5ShareOverlayImagePath: - ps5NPConfigZipPath: - ps5Passcode: N2qmWqBlQ9wQj99nsQzldVI5ZuGXbEWR - ps5UseResolutionFallback: 0 - ps5UseAudio3dBackend: 0 - ps5ScriptOptimizationLevel: 2 - ps5Audio3dVirtualSpeakerCount: 14 - ps5UpdateReferencePackage: - ps5disableAutoHideSplash: 0 - ps5OperatingSystemCanDisableSplashScreen: 0 - ps5IncludedModules: [] - ps5SharedBinaryContentLabels: [] - ps5SharedBinarySystemFolders: [] monoEnv: splashScreenBackgroundSourceLandscape: {fileID: 0} splashScreenBackgroundSourcePortrait: {fileID: 0} @@ -537,6 +799,7 @@ PlayerSettings: webGLMemorySize: 32 webGLExceptionSupport: 1 webGLNameFilesAsHashes: 0 + webGLShowDiagnostics: 0 webGLDataCaching: 1 webGLDebugSymbols: 0 webGLEmscriptenArgs: @@ -545,33 +808,66 @@ PlayerSettings: webGLAnalyzeBuildSize: 0 webGLUseEmbeddedResources: 0 webGLCompressionFormat: 0 + webGLWasmArithmeticExceptions: 0 webGLLinkerTarget: 1 webGLThreadsSupport: 0 - webGLWasmStreaming: 0 + webGLDecompressionFallback: 0 + webGLInitialMemorySize: 32 + webGLMaximumMemorySize: 2048 + webGLMemoryGrowthMode: 2 + webGLMemoryLinearGrowthStep: 16 + webGLMemoryGeometricGrowthStep: 0.2 + webGLMemoryGeometricGrowthCap: 96 + webGLPowerPreference: 2 + webGLWebAssemblyTable: 0 + webGLWebAssemblyBigInt: 0 + webGLCloseOnQuit: 0 + webWasm2023: 0 + webEnableSubmoduleStrippingCompatibility: 0 scriptingDefineSymbols: {} + additionalCompilerArguments: {} platformArchitecture: {} - scriptingBackend: {} + scriptingBackend: + Android: 1 il2cppCompilerConfiguration: {} - managedStrippingLevel: {} + il2cppCodeGeneration: {} + il2cppStacktraceInformation: {} + managedStrippingLevel: + Android: 1 + EmbeddedLinux: 1 + GameCoreScarlett: 1 + GameCoreXboxOne: 1 + Nintendo Switch: 1 + PS4: 1 + PS5: 1 + QNX: 1 + ReservedCFE: 1 + VisionOS: 1 + WebGL: 1 + Windows Store Apps: 1 + XboxOne: 1 + iPhone: 1 + tvOS: 1 incrementalIl2cppBuild: {} suppressCommonWarnings: 1 allowUnsafeCode: 0 + useDeterministicCompilation: 1 additionalIl2CppArgs: scriptingRuntimeVersion: 1 - gcIncremental: 0 - assemblyVersionValidation: 1 + gcIncremental: 1 gcWBarrierValidation: 0 apiCompatibilityLevelPerPlatform: {} + editorAssembliesCompatibilityLevel: 1 m_RenderingPath: 1 m_MobileRenderingPath: 1 - metroPackageName: ShadersForFun + metroPackageName: 20250102_urp metroPackageVersion: metroCertificatePath: metroCertificatePassword: metroCertificateSubject: metroCertificateIssuer: metroCertificateNotAfter: 0000000000000000 - metroApplicationDescription: ShadersForFun + metroApplicationDescription: 20250102_urp wsaImages: {} metroTileShortName: metroTileShowName: 0 @@ -583,14 +879,15 @@ PlayerSettings: metroDefaultTileSize: 1 metroTileForegroundText: 2 metroTileBackgroundColor: {r: 0.13333334, g: 0.17254902, b: 0.21568628, a: 0} - metroSplashScreenBackgroundColor: {r: 0.12941177, g: 0.17254902, b: 0.21568628, - a: 1} + metroSplashScreenBackgroundColor: {r: 0.12941177, g: 0.17254902, b: 0.21568628, a: 1} metroSplashScreenUseBackgroundColor: 0 + syncCapabilities: 0 platformCapabilities: {} metroTargetDeviceFamilies: {} metroFTAName: metroFTAFileTypes: [] metroProtocolName: + vcxProjDefaultLanguage: XboxOneProductId: XboxOneUpdateKey: XboxOneSandboxId: @@ 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+ androidVulkanDenyFilterList: [] + androidVulkanAllowFilterList: [] + androidVulkanDeviceFilterListAsset: {fileID: 0} diff --git a/ProjectSettings/ProjectVersion.txt b/ProjectSettings/ProjectVersion.txt index 8be56b4..8bd173d 100644 --- a/ProjectSettings/ProjectVersion.txt +++ b/ProjectSettings/ProjectVersion.txt @@ -1,2 +1,2 @@ -m_EditorVersion: 2019.4.30f1 -m_EditorVersionWithRevision: 2019.4.30f1 (5084f95a4472) +m_EditorVersion: 6000.2.1f1 +m_EditorVersionWithRevision: 6000.2.1f1 (55300504c302) diff --git a/ProjectSettings/QualitySettings.asset b/ProjectSettings/QualitySettings.asset index 9956a3b..64538ee 100644 --- a/ProjectSettings/QualitySettings.asset +++ b/ProjectSettings/QualitySettings.asset @@ -6,47 +6,70 @@ QualitySettings: serializedVersion: 5 m_CurrentQuality: 0 m_QualitySettings: - - serializedVersion: 2 - name: Ultra - pixelLightCount: 4 + - serializedVersion: 4 + name: PC + pixelLightCount: 2 shadows: 2 - shadowResolution: 2 + shadowResolution: 1 shadowProjection: 1 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version : 2019.4+ -Tested with : Win DX11 +Unity version : 6000.2+ \ +Tested with : Win DX11 \ + +Most shader in this repo works for Built-in RP, and it will also work in older unity versions as Built-in RP didn't change for years. \ +Some of these Built-in RP shaders will also work for URP but note that they are not SRP batcher compatible. Need some small work to convert them properly. \ +Shaders named with URP/HDRP will only work for URP/HDRP. | Scene | Image | | - | - | @@ -24,7 +28,10 @@ Tested with : Win DX11 | `BalloonMesh` | | | `Shatter` | | | `TessellationTail` | | +| `VertexDot` | | +| `URPLitBreakdown` | | +| `HDRPLitBreakdown` | | ------------- -Disclaimer: The stuff here are not optimized. Just for fun. +Disclaimer: The stuff here are not optimized. 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