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2 parents 52473b5 + 2e9d053 commit 580671b

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Assets/BasicRenderPipelineTutorial/BasicRenderPipeline.cs

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -119,12 +119,12 @@ private static void SetupLightShaderVariables(VisibleLight[] lights, ScriptableR
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lightPositions[i] = new Vector4(pos.x, pos.y, pos.z, 1);
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}
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// attenuation set in a way where distance attenuation can be computed:
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// float lengthSq = dot(toLight, toLight);
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// float atten = 1.0 / (1.0 + lengthSq * LightAtten[i].z);
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// float lengthSq = dot(toLight, toLight);
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// float atten = 1.0 / (1.0 + lengthSq * LightAtten[i].z);
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// and spot cone attenuation:
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// float rho = max (0, dot(normalize(toLight), SpotDirection[i].xyz));
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// float spotAtt = (rho - LightAtten[i].x) * LightAtten[i].y;
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// spotAtt = saturate(spotAtt);
125+
// float rho = max (0, dot(normalize(toLight), SpotDirection[i].xyz));
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// float spotAtt = (rho - LightAtten[i].x) * LightAtten[i].y;
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// spotAtt = saturate(spotAtt);
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// and the above works for all light types, i.e. spot light code works out
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// to correct math for point & directional lights as well.
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Assets/BasicRenderPipelineTutorial/BasicRenderPipelineShader.shader

Lines changed: 27 additions & 27 deletions
Original file line numberDiff line numberDiff line change
@@ -8,30 +8,30 @@ Shader "BasicRenderPipeline/Standard"
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{
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// Properties is just a copy of Standard.shader. Our example shader does not use all of them,
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// but the inspector UI expects all these to exist.
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Properties
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{
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_Color("Color", Color) = (1,1,1,1)
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_MainTex("Albedo", 2D) = "white" {}
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
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_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
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[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0
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[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
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_MetallicGlossMap("Metallic", 2D) = "white" {}
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[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
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_BumpScale("Scale", Float) = 1.0
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_BumpMap("Normal Map", 2D) = "bump" {}
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_Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
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_ParallaxMap ("Height Map", 2D) = "black" {}
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_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
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_OcclusionMap("Occlusion", 2D) = "white" {}
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_EmissionColor("Color", Color) = (0,0,0)
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_EmissionMap("Emission", 2D) = "white" {}
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_DetailMask("Detail Mask", 2D) = "white" {}
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_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
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_DetailNormalMapScale("Scale", Float) = 1.0
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_DetailNormalMap("Normal Map", 2D) = "bump" {}
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Properties
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{
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_Color("Color", Color) = (1,1,1,1)
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_MainTex("Albedo", 2D) = "white" {}
15+
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
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_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
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[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0
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[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
20+
_MetallicGlossMap("Metallic", 2D) = "white" {}
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[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0
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_BumpScale("Scale", Float) = 1.0
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_BumpMap("Normal Map", 2D) = "bump" {}
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_Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
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_ParallaxMap ("Height Map", 2D) = "black" {}
27+
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
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_OcclusionMap("Occlusion", 2D) = "white" {}
29+
_EmissionColor("Color", Color) = (0,0,0)
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_EmissionMap("Emission", 2D) = "white" {}
31+
_DetailMask("Detail Mask", 2D) = "white" {}
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_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
33+
_DetailNormalMapScale("Scale", Float) = 1.0
34+
_DetailNormalMap("Normal Map", 2D) = "bump" {}
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[Enum(UV0,0,UV1,1)] _UVSec("UV Set for secondary textures", Float) = 0
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[HideInInspector] _Mode("__mode", Float) = 0.0
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[HideInInspector] _SrcBlend("__src", Float) = 1.0
@@ -220,8 +220,8 @@ half4 frag(v2f i) : SV_Target
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}
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ENDCG
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}
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}
223+
}
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}
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CustomEditor "StandardShaderGUI"
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CustomEditor "StandardShaderGUI"
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}

Assets/Editor/Tests/RenderloopTests/RenderPipelineTestFixture.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -20,7 +20,7 @@ public class RenderLoopTestFixtureInstance : RenderPipeline
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private static TestDelegate s_Callback;
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private static RenderLoopTestFixture m_Instance;
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23+
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public override void Render(ScriptableRenderContext renderContext, Camera[] cameras)
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{
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base.Render(renderContext, cameras);

Assets/LowEndMobilePipeline/Editor/LegacyShadersToLowEndUpgrader.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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namespace UnityEditor.Experimental.Rendering.LowendMobile
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{

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