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/main
sebastienlagarde 6 年前
当前提交
0a639940
共有 3 个文件被更改,包括 56 次插入47 次删除
  1. 48
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  2. 44
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/SceneViewDrawMode.cs
  3. 11
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/SceneViewDrawMode.cs.meta

48
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


using System.Collections;
using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using System;

#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.Experimental.Rendering;
#endif
namespace UnityEngine.Experimental.Rendering.HDPipeline
{

CoreUtils.ResizeHTile(ref m_HTile, ref m_HTileRT, camera.renderTextureDesc);
}
}
#if UNITY_EDITOR
public class SceneViewDrawMode
{
static private bool RejectDrawMode(SceneView.CameraMode cameraMode)
{
if (cameraMode.drawMode == DrawCameraMode.TexturedWire ||
cameraMode.drawMode == DrawCameraMode.ShadowCascades ||
cameraMode.drawMode == DrawCameraMode.RenderPaths ||
cameraMode.drawMode == DrawCameraMode.AlphaChannel ||
cameraMode.drawMode == DrawCameraMode.Overdraw ||
cameraMode.drawMode == DrawCameraMode.Mipmaps ||
cameraMode.drawMode == DrawCameraMode.DeferredDiffuse ||
cameraMode.drawMode == DrawCameraMode.DeferredSpecular ||
cameraMode.drawMode == DrawCameraMode.DeferredSmoothness ||
cameraMode.drawMode == DrawCameraMode.DeferredNormal ||
cameraMode.drawMode == DrawCameraMode.ValidateAlbedo ||
cameraMode.drawMode == DrawCameraMode.ValidateMetalSpecular ||
cameraMode.drawMode == DrawCameraMode.ShadowMasks ||
cameraMode.drawMode == DrawCameraMode.LightOverlap
)
return false;
return true;
}
static public void SetupDrawMode()
{
ArrayList sceneViewArray = SceneView.sceneViews;
foreach (SceneView sceneView in sceneViewArray)
sceneView.onValidateCameraMode += RejectDrawMode;
}
static public void ResetDrawMode()
{
ArrayList sceneViewArray = SceneView.sceneViews;
foreach (SceneView sceneView in sceneViewArray)
sceneView.onValidateCameraMode -= RejectDrawMode;
}
}
#endif
public class HDRenderPipeline : RenderPipeline
{

44
ScriptableRenderPipeline/HDRenderPipeline/HDRP/SceneViewDrawMode.cs


#if UNITY_EDITOR
using System.Collections;
using UnityEditor;
using UnityEditor.Experimental.Rendering;
public class SceneViewDrawMode
{
static private bool RejectDrawMode(SceneView.CameraMode cameraMode)
{
if (cameraMode.drawMode == DrawCameraMode.TexturedWire ||
cameraMode.drawMode == DrawCameraMode.ShadowCascades ||
cameraMode.drawMode == DrawCameraMode.RenderPaths ||
cameraMode.drawMode == DrawCameraMode.AlphaChannel ||
cameraMode.drawMode == DrawCameraMode.Overdraw ||
cameraMode.drawMode == DrawCameraMode.Mipmaps ||
cameraMode.drawMode == DrawCameraMode.DeferredDiffuse ||
cameraMode.drawMode == DrawCameraMode.DeferredSpecular ||
cameraMode.drawMode == DrawCameraMode.DeferredSmoothness ||
cameraMode.drawMode == DrawCameraMode.DeferredNormal ||
cameraMode.drawMode == DrawCameraMode.ValidateAlbedo ||
cameraMode.drawMode == DrawCameraMode.ValidateMetalSpecular ||
cameraMode.drawMode == DrawCameraMode.ShadowMasks ||
cameraMode.drawMode == DrawCameraMode.LightOverlap
)
return false;
return true;
}
static public void SetupDrawMode()
{
ArrayList sceneViewArray = SceneView.sceneViews;
foreach (SceneView sceneView in sceneViewArray)
sceneView.onValidateCameraMode += RejectDrawMode;
}
static public void ResetDrawMode()
{
ArrayList sceneViewArray = SceneView.sceneViews;
foreach (SceneView sceneView in sceneViewArray)
sceneView.onValidateCameraMode -= RejectDrawMode;
}
}
#endif

11
ScriptableRenderPipeline/HDRenderPipeline/HDRP/SceneViewDrawMode.cs.meta


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