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Fixed blend normal distance for planar

/main
Frédéric Vauchelles 6 年前
当前提交
0d2f6c60
共有 2 个文件被更改,包括 7 次插入0 次删除
  1. 2
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/SerializedPlanarReflectionProbe.cs
  2. 5
      com.unity.render-pipelines.high-definition/HDRP/Lighting/Reflection/PlanarReflectionProbe.cs

2
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/SerializedPlanarReflectionProbe.cs


overrideFieldOfView = serializedObject.Find((PlanarReflectionProbe p) => p.overrideFieldOfView);
fieldOfViewOverride = serializedObject.Find((PlanarReflectionProbe p) => p.fieldOfViewOverride);
influenceVolume.editorSimplifiedModeBlendNormalDistance.floatValue = 0;
}

5
com.unity.render-pipelines.high-definition/HDRP/Lighting/Reflection/PlanarReflectionProbe.cs


using UnityEngine.Serialization;
using UnityEngine.Rendering;
using UnityEngine.Assertions;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{

public void OnAfterDeserialize()
{
Assert.IsNotNull(influenceVolume, "influenceVolume must have an instance at this point. See HDProbe.Awake()");
if (m_Version != currentVersion)
{
// Add here data migration code

}
m_Version = currentVersion;
}
influenceVolume.boxBlendNormalDistanceNegative = Vector3.zero;
influenceVolume.boxBlendNormalDistancePositive = Vector3.zero;
}
}
}
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