예제 #1
0
        private static void HotReload_NOT(AssetsManagerInstance AM)
        {
            AM.ImportAsset(@"Deffered\CommonVS.hlsl", "CommonVS", true);
            //AM.ImportShaderAsset(@"Commons\ScreenQuadPS.hlsl", "ScreenQuadPS", "PSMain", true);
            //AM.ImportShaderAsset(@"Deffered\LightPass.hlsl", "MSAA_LightPassPS", "PSMain", "MSAA", true);
            //AM.ImportShaderAsset(@"Commons\ScreenQuadPS.hlsl", "MSAA_ScreenQuadPS", "PSMain", "MSAA", true);

            AM.ImportShaderAsset(@"Deffered\LightPass.hlsl", "LightPassPS", "PSMain", true);
            AM.ImportShaderAsset(@"Deffered\FillGBuffer.hlsl", "FillGBufferPS", "FillGBufferPS", true);
            AM.ImportShaderAsset(@"Deffered\FillGBuffer.hlsl", "FillGBufferSkyboxPS", "FillGBufferPS",
                                 "TEXTURE_CUBE_ALBEDO_MAP", true);
            AM.ImportShaderAsset(@"Deffered\FillGBuffer.hlsl", "FillGBufferMaskedPS", "FillGBufferPS",
                                 "MASKED", true);
            //AM.ImportShaderAsset(@"Deffered\DownscalingCS.hlsl", "DownsamplingFirstCS", "DownScaleFirstPass", true);
            //AM.ImportShaderAsset(@"Deffered\DownscalingCS.hlsl", "DownsamplingSecondCS", "DownScaleSecondPass", true);
            AM.ImportShaderAsset(@"Commons\ScreenQuadPS.hlsl", "ScreenQuadPS", "PSMain", true);
            AM.ImportShaderAsset(@"Commons\ScreenQuadVS.hlsl", "ScreenQuadVS", "VSMain", true);

            Dictionary <string, string> pathNamePairs = new Dictionary <string, string>();

            //pathNamePairs.Add("Textures/SnowRock/rock-snow-ice1-2k_Base_Color.png", "SnowRockAlbedoMap");
            foreach (string path in pathNamePairs.Keys)
            {
                AM.ImportAsset(RawContentPath + path, pathNamePairs[path], true);
            }
            //AM.CreateMaterialAsset("SnowRockMaterial", "SnowRockAlbedoMap",
            //    "SnowRockNormalMap", "SnowRockRoughnessMap",
            //    "SnowRockMetallicMap", "SnowRockOcclusionMap");
        }
예제 #2
0
        private static void ImportShaders(AssetsManagerInstance AM)
        {
            AM.ImportAsset(@"Commons\CommonVS.hlsl", "CommonVS", true);

            AM.ImportShaderAsset(@"Deffered\LightVolumes.hlsl", "LightVolumesVS", "LightVolumesVS", true);
            AM.ImportShaderAsset(@"Deffered\LightVolumes.hlsl", "LightVolumesHS", "LightVolumesHS", true);
            AM.ImportShaderAsset(@"Deffered\LightVolumes.hlsl", "PointLightVolumeDS", "LightVolumeDS", "POINT_LIGHT", true);
            AM.ImportShaderAsset(@"Deffered\LightVolumes.hlsl", "SpotLightVolumeDS", "LightVolumeDS", "SPOT_LIGHT", true);
            AM.ImportShaderAsset(@"Deffered\LightVolumes.hlsl", "CapsuleLightVolumeDS", "LightVolumeDS", "CAPSULE_LIGHT", true);

            AM.ImportShaderAsset(@"Deffered\FillGBuffer.hlsl", "FillGBufferVS", "FillGBufferVS", true);
            AM.ImportShaderAsset(@"Deffered\FillGBuffer.hlsl", "FillGBufferPS", "FillGBufferPS", true);
            AM.ImportShaderAsset(@"Deffered\FillGBuffer.hlsl", "FillGBufferSkyboxPS", "FillGBufferPS",
                                 "TEXTURE_CUBE_ALBEDO_MAP", true);
            AM.ImportShaderAsset(@"Deffered\FillGBuffer.hlsl", "FillGBufferMaskedPS", "FillGBufferPS",
                                 "MASKED", true);

            AM.ImportShaderAsset(@"Deffered\LightPass.hlsl", "LightPassVS", "VSMain", true);
            AM.ImportShaderAsset(@"Deffered\LightPass.hlsl", "LightPassPS", "PSMain", true);
            AM.ImportShaderAsset(@"Deffered\LightPass.hlsl", "MSAA_LightPassPS", "PSMain", "MSAA", true);

            AM.ImportShaderAsset(@"Deffered\LightPass.hlsl", "LightPassDirectionalPS", "PSDirectionalLight", true);
            AM.ImportShaderAsset(@"Deffered\LightPass.hlsl", "LightPassDirectionalPS", "PSDirectionalLight", "MSAA", true);
            AM.ImportShaderAsset(@"Deffered\LightPass.hlsl", "LightPassPointPS", "PSPointLight", true);
            AM.ImportShaderAsset(@"Deffered\LightPass.hlsl", "MSAA_LightPassPointPS", "PSPointLight", "MSAA", true);
            AM.ImportShaderAsset(@"Deffered\LightPass.hlsl", "LightPassPointQuadPS", "PSPointLight", "SQUAD", true);
            AM.ImportShaderAsset(@"Deffered\LightPass.hlsl", "MSAA_LightPassPointQuadPS", "PSPointLight", "SQUAD", "MSAA", true);

            AM.ImportShaderAsset(@"Commons\ScreenQuadPS.hlsl", "ScreenQuadPS", "PSMain", true);
            AM.ImportShaderAsset(@"Commons\ScreenQuadPS.hlsl", "MSAA_ScreenQuadPS", "PSMain", "MSAA", true);
            AM.ImportAsset(@"Commons\ScreenQuadVS.hlsl", "ScreenQuadVS", true);

            //Forward
            AM.ImportAsset(@"PBR\PBRForwardPS.hlsl", "PBRForwardPS", true);
            AM.ImportAsset(@"Unlit\FwdSkySpherePS.hlsl", "FwdSkySpherePS", true);
            AM.ImportAsset(@"ForwardPlus\LightCullingCS.hlsl", "LightCullingCS");
            AM.ImportAsset(@"ForwardPlus\ForwardPlusPosOnlyVS.hlsl", "ForwardPlusPosOnlyVS", true);
            AM.ImportAsset(@"ForwardPlus\ForwardPlusPosTexVS.hlsl", "ForwardPlusPosTexVS", true);
            AM.ImportAsset(@"ForwardPlus\ForwardPlusPosTexPS.hlsl", "ForwardPlusPosTexPS", true);
            AM.ImportAsset(@"ForwardPlus\ForwardPlusScenePS.hlsl", "ForwardPlusScenePS", true);

            AM.ImportAsset(@"Unlit\ReflectionSpherePS.hlsl", "ReflectionSpherePS", true);

            AM.ImportAsset(@"Commons\DepthShadowsVS.hlsl", "DepthShadowsVS", true);
            AM.ImportAsset(@"Commons\DepthShadowsPS.hlsl", "DepthShadowsPS", true);
            AM.ImportAsset(@"Commons\DownSamplingPS.hlsl", "DownSamplingPS", true);
            AM.ImportAsset(@"Unlit\VelocityPS.hlsl", "VelocityPS", true);
            AM.ImportAsset(@"Unlit\MaskedVelocityPS.hlsl", "MaskedVelocityPS", true);
        }