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SRP batcher on

/main
André McGrail 5 年前
当前提交
5e65d97b
共有 10 个文件被更改,包括 775 次插入92 次删除
  1. 4
      Assets/Data/LightweightAsset.asset
  2. 2
      Assets/Objects/environment/Trees/Materials/Softvegetation.mat
  3. 2
      Assets/Objects/environment/Trees/Materials/Trees.mat
  4. 2
      Assets/Objects/environment/Trees/Materials/Trees_billboards.mat
  5. 19
      Assets/Scripts/GameSystem/AppSettings.cs
  6. 4
      Assets/Shaders/Vegetation/LWVegetationShader.shader
  7. 824
      Assets/scenes/Island.unity
  8. 2
      Packages/com.verasl.water-system/Sea.mat
  9. 8
      Assets/scenes/Island/OcclusionCullingData.asset.meta

4
Assets/Data/LightweightAsset.asset


m_MainLightRenderingMode: 1
m_MainLightShadowsSupported: 1
m_MainLightShadowmapResolution: 2048
m_AdditionalLightsRenderingMode: 2
m_AdditionalLightsRenderingMode: 0
m_AdditionalLightsPerObjectLimit: 1
m_AdditionalLightShadowsSupported: 0
m_AdditionalLightsShadowmapResolution: 512

m_ShadowDepthBias: 0.75
m_ShadowNormalBias: 0.75
m_SoftShadowsSupported: 1
m_UseSRPBatcher: 0
m_UseSRPBatcher: 1
m_SupportsDynamicBatching: 0
m_MixedLightingSupported: 0
m_ShadowType: 1

2
Assets/Objects/environment/Trees/Materials/Softvegetation.mat


m_ShaderKeywords: _ALPHATEST_ON _CORRECTNORMALS_OFF _METALLICGLOSSMAP _METALLICSPECGLOSSMAP
_NORMALMAP _VERTEXANIMATION
m_LightmapFlags: 4
m_EnableInstancingVariants: 1
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 1
m_CustomRenderQueue: 2100
stringTagMap: {}

2
Assets/Objects/environment/Trees/Materials/Trees.mat


m_Shader: {fileID: 4800000, guid: 1adca499d9899854aa1b4011854d49fb, type: 3}
m_ShaderKeywords: _CORRECTNORMALS _VERTEXANIMATION _NORMALMAP
m_LightmapFlags: 4
m_EnableInstancingVariants: 1
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 1
m_CustomRenderQueue: -1
stringTagMap: {}

2
Assets/Objects/environment/Trees/Materials/Trees_billboards.mat


m_Shader: {fileID: 4800000, guid: 1adca499d9899854aa1b4011854d49fb, type: 3}
m_ShaderKeywords: _ALPHATEST_ON _NORMALMAP _OCCLUSIONMAP
m_LightmapFlags: 4
m_EnableInstancingVariants: 1
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}

19
Assets/Scripts/GameSystem/AppSettings.cs


}
public RenderRes maxRenderSize = RenderRes._720p;
public Material seaMat;
private Shader seaShader;
Application.targetFrameRate = 60;
Application.targetFrameRate = 300;
float res;

var renderScale = Mathf.Clamp(res / Camera.main.pixelHeight, 0.1f, 1.0f);
LightweightRenderPipeline.asset.renderScale = renderScale;
}
public void ToggleWaterShader(bool detailed)
{
if (detailed == false)
{
seaShader = seaMat.shader;
seaMat.shader = Shader.Find("Unlit/Color");
}
else
{
seaMat.shader = seaShader;
}
}
}
}

4
Assets/Shaders/Vegetation/LWVegetationShader.shader


ENDHLSL
}
Pass
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}

half alpha = SampleAlbedoAlpha(IN.uv.xy, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a;
clip(alpha - _Cutoff);
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(IN.clipPos, unity_LODFade.x);
LODDitheringTransition(IN.clipPos.xyz, unity_LODFade.x);
#endif
return 1;
}

824
Assets/scenes/Island.unity
文件差异内容过多而无法显示
查看文件

2
Packages/com.verasl.water-system/Sea.mat


- _UVSec: 0
- _ZWrite: 1
m_Colors:
- _Color: {r: 1, g: 0, b: 0, a: 1}
- _Color: {r: 0.43867922, g: 0.80530274, b: 1, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _SpecColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}

8
Assets/scenes/Island/OcclusionCullingData.asset.meta


fileFormatVersion: 2
guid: efa1241cf3d244844bce1ceea8dd2b8f
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 36300000
userData:
assetBundleName:
assetBundleVariant:

部分文件因为文件数量过多而无法显示

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