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Updated Pipeline api rename

/main
Andre McGrail 6 年前
当前提交
b6688ed9
共有 4 个文件被更改,包括 9 次插入9 次删除
  1. 4
      Assets/Scripts/Camera/LODTweaker.cs
  2. 4
      Packages/com.verasl.water-system/Scripts/MainCameraAlign.cs
  3. 6
      Packages/com.verasl.water-system/Scripts/Rendering/PlanerReflections.cs
  4. 4
      Packages/com.verasl.water-system/Scripts/Water.cs

4
Assets/Scripts/Camera/LODTweaker.cs


void OnEnable()
{
LightweightPipeline.beginCameraRendering += SetMaxLOD; // listen for LWRP camera callback
LightweightRenderPipeline.beginCameraRendering += SetMaxLOD; // listen for LWRP camera callback
LightweightPipeline.beginCameraRendering -= SetMaxLOD; // stop listening for LWRP camera callback
LightweightRenderPipeline.beginCameraRendering -= SetMaxLOD; // stop listening for LWRP camera callback
}
}
}

4
Packages/com.verasl.water-system/Scripts/MainCameraAlign.cs


private void OnEnable()
{
LightweightPipeline.beginCameraRendering += UpdatePosition;
LightweightRenderPipeline.beginCameraRendering += UpdatePosition;
LightweightPipeline.beginCameraRendering -= UpdatePosition;
LightweightRenderPipeline.beginCameraRendering -= UpdatePosition;
}
void UpdatePosition(Camera cam)

6
Packages/com.verasl.water-system/Scripts/Rendering/PlanerReflections.cs


namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
[ImageEffectAllowedInSceneView]
public class PlanerReflections : MonoBehaviour, LightweightPipeline.IBeforeCameraRender
public class PlanerReflections : MonoBehaviour, IBeforeCameraRender
{
[System.Serializable]
public enum ResolutionMulltiplier

}
public void ExecuteBeforeCameraRender(
LightweightPipeline pipelineInstance,
LightweightRenderPipeline pipelineInstance,
ScriptableRenderContext context,
Camera camera)
{

UpdateReflectionCamera(camera);
CullResults cullResults = new CullResults();
LightweightPipeline.RenderSingleCamera(pipelineInstance, context, m_ReflectionCamera, ref cullResults);
LightweightRenderPipeline.RenderSingleCamera(pipelineInstance, context, m_ReflectionCamera, ref cullResults);
GL.invertCulling = false;
RenderSettings.fog = true;

4
Packages/com.verasl.water-system/Scripts/Water.cs


else
useComputeBuffer = false;
Init();
LightweightPipeline.beginCameraRendering += BeginCameraRendering;
LightweightRenderPipeline.beginCameraRendering += BeginCameraRendering;
if(resources == null)
{

{
if(Application.isPlaying)
GerstnerWavesJobs.Cleanup();
LightweightPipeline.beginCameraRendering -= BeginCameraRendering;
LightweightRenderPipeline.beginCameraRendering -= BeginCameraRendering;
if (_depthCam)
{
_depthCam.targetTexture = null;

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