New rendering pipeline, animated laser

This commit is contained in:
Ava Gaiety Wroten 2020-06-15 17:49:18 -05:00
parent 1945ada3d8
commit f2228b4182
48 changed files with 2158 additions and 22 deletions

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# Changelog
All notable changes to this package will be documented in this file.
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
## [7.3.1] - 2020-03-11
Version Updated
The version number for this package has increased due to a version update of a related graphics package.
## [7.2.0] - 2020-02-10
Version Updated
The version number for this package has increased due to a version update of a related graphics package.
## [7.1.1] - 2019-09-05
Version Updated
The version number for this package has increased due to a version update of a related graphics package.
## [7.0.1] - 2019-07-25
Version Updated
The version number for this package has increased due to a version update of a related graphics package.
Started Changelog

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# High Definition Render Pipeline Configuration Package
The High Definition Render Pipeline (HDRP) uses this package to control the availability of some of its features. If you want to use this package to configure HDRP, you must link it as a local package.
* For information on how to set up and use the HDRP Config package, see [HDRP Config](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/HDRP-Config-Package.html).
* For documentation on HDRP itself, see [HDRP documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html).

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com.unity.render-pipelines.high-definition-config copyright © 2020 Unity Technologies ApS
Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License).
Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions.

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//-----------------------------------------------------------------------------
// Configuration
//-----------------------------------------------------------------------------
namespace UnityEngine.Rendering.HighDefinition
{
[GenerateHLSL(PackingRules.Exact)]
public enum HDShadowFilteringQuality
{
Low = 0,
Medium = 1,
High = 2,
}
[GenerateHLSL(PackingRules.Exact)]
public enum ShaderOptions
{
CameraRelativeRendering = 1, // Rendering sets the origin of the world to the position of the primary (scene view) camera
PreExposition = 1,
PrecomputedAtmosphericAttenuation = 0, // Precomputes atmospheric attenuation for the directional light on the CPU, which makes it independent from the fragment's position, which is faster but wrong
#if ENABLE_RAYTRACING
Raytracing = 1,
#else
Raytracing = 0,
#endif
#if ENABLE_VR
XrMaxViews = 2, // Used for single-pass rendering (with fast path in vertex shader code when forced to 2)
#else
XrMaxViews = 1,
#endif
AreaLights = 1,
DeferredShadowFiltering = HDShadowFilteringQuality.Medium,
BarnDoor = 0
};
// Note: #define can't be use in include file in C# so we chose this way to configure both C# and hlsl
// Changing a value in this enum Config here require to regenerate the hlsl include and recompile C# and shaders
public class ShaderConfig
{
public static int s_CameraRelativeRendering = (int)ShaderOptions.CameraRelativeRendering;
public static int s_PreExposition = (int)ShaderOptions.PreExposition;
public static int s_XrMaxViews = (int)ShaderOptions.XrMaxViews;
public static int s_PrecomputedAtmosphericAttenuation = (int)ShaderOptions.PrecomputedAtmosphericAttenuation;
public static int s_AreaLights = (int)ShaderOptions.AreaLights;
public static int s_BarnDoor = (int)ShaderOptions.BarnDoor;
public static HDShadowFilteringQuality s_DeferredShadowFiltering = (HDShadowFilteringQuality)ShaderOptions.DeferredShadowFiltering;
}
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//
// This file was automatically generated. Please don't edit by hand.
//
#ifndef SHADERCONFIG_CS_HLSL
#define SHADERCONFIG_CS_HLSL
//
// UnityEngine.Rendering.HighDefinition.HDShadowFilteringQuality: static fields
//
#define HDSHADOWFILTERINGQUALITY_LOW (0)
#define HDSHADOWFILTERINGQUALITY_MEDIUM (1)
#define HDSHADOWFILTERINGQUALITY_HIGH (2)
//
// UnityEngine.Rendering.HighDefinition.ShaderOptions: static fields
//
#define SHADEROPTIONS_CAMERA_RELATIVE_RENDERING (1)
#define SHADEROPTIONS_PRE_EXPOSITION (1)
#define SHADEROPTIONS_PRECOMPUTED_ATMOSPHERIC_ATTENUATION (0)
#define SHADEROPTIONS_RAYTRACING (0)
#define SHADEROPTIONS_XR_MAX_VIEWS (2)
#define SHADEROPTIONS_AREA_LIGHTS (1)
#define SHADEROPTIONS_DEFERRED_SHADOW_FILTERING (1)
#define SHADEROPTIONS_BARN_DOOR (0)
#endif

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using NUnit.Framework;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.Rendering;
namespace UnityEngine.Rendering.HighDefinition.Test
{
class ConfigurationTest
{
[Test]
public void ValidateConfiguration() {}
}
}

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