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Updated render passes to newest changes on SRP repo

/main
André McGrail 6 年前
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共有 5 个文件被更改,包括 48 次插入51 次删除
  1. 1
      Assets/Data/BoatDemoRenderer.asset
  2. 2
      Assets/Scripts/GameSystem/AppSettings.cs
  3. 88
      Assets/scenes/Island.unity
  4. 3
      Packages/com.verasl.water-system/Scripts/Rendering/WaterCausticsFeature.cs
  5. 5
      Packages/com.verasl.water-system/Scripts/Rendering/WaterFXFeature.cs

1
Assets/Data/BoatDemoRenderer.asset


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2
Assets/Scripts/GameSystem/AppSettings.cs


LightweightRenderPipeline.asset.renderScale = renderScale;
}
public void ToggleWaterShader(bool detailed)
{

88
Assets/scenes/Island.unity


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3
Packages/com.verasl.water-system/Scripts/Rendering/WaterCausticsFeature.cs


m_WaterCausticsPass.m_WaterCausticMaterial = settings.material;
}
public override void AddRenderPasses(ScriptableRenderer renderer, RenderTextureDescriptor cameraDescriptor,
RenderTargetHandle colorAttachmentHandle, RenderTargetHandle depthAttachmentHandle)
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(m_WaterCausticsPass);
}

5
Packages/com.verasl.water-system/Scripts/Rendering/WaterFXFeature.cs


m_WaterFXPass = new WaterFXPass();
}
public override void AddRenderPasses(ScriptableRenderer renderer,
RenderTextureDescriptor cameraDescriptor,
RenderTargetHandle colorAttachmentHandle,
RenderTargetHandle depthAttachmentHandle)
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(m_WaterFXPass);
}

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