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Removed LDPipeline dependency from shadowrenderpass.

/Branch_Batching2
Felipe Lira 8 年前
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09d61731
共有 1 个文件被更改,包括 42 次插入0 次删除
  1. 42
      Assets/LowEndMobilePipeline/LowEndMobilePipeline.cs

42
Assets/LowEndMobilePipeline/LowEndMobilePipeline.cs


namespace UnityEngine.Experimental.Rendering.LowendMobile
{
[Serializable]
public class ShadowSettings
{
public bool enabled;
public int shadowAtlasWidth;
public int shadowAtlasHeight;
public float maxShadowDistance;
public int directionalLightCascadeCount;
public Vector3 directionalLightCascades;
public float directionalLightNearPlaneOffset;
static ShadowSettings defaultShadowSettings = null;
public static ShadowSettings Default
{
get
{
if (defaultShadowSettings == null)
{
defaultShadowSettings = new ShadowSettings();
defaultShadowSettings.enabled = true;
defaultShadowSettings.shadowAtlasHeight = defaultShadowSettings.shadowAtlasWidth = 4096;
defaultShadowSettings.directionalLightCascadeCount = 1;
defaultShadowSettings.directionalLightCascades = new Vector3(0.05F, 0.2F, 0.3F);
defaultShadowSettings.directionalLightCascadeCount = 4;
defaultShadowSettings.directionalLightNearPlaneOffset = 5;
defaultShadowSettings.maxShadowDistance = 1000.0F;
}
return defaultShadowSettings;
}
}
}
public struct ShadowSliceData
{
public Matrix4x4 shadowTransform;
public int atlasX;
public int atlasY;
public int shadowResolution;
}
public class LowEndMobilePipeline : RenderPipeline, IComparer<VisibleLight>
{
private readonly LowEndMobilePipelineAsset m_Asset;

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