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Fixing assets.

/main
Tim Cooper 8 年前
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136a6bd0
共有 2 个文件被更改,包括 15 次插入14 次删除
  1. 12
      Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.asset
  2. 17
      Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs

12
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.asset


m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: d440c0deec24a2f478b3e9021cb66c29, type: 3}
m_Name: HDRenderPipeline
m_Name:
m_EditorClassIdentifier:
m_Setup: {fileID: 11400000, guid: c90ada6c2ed7b4e4b85a303678826111, type: 2}
m_CommonSettings:

m_TileSettings:
enableDrawLightBoundsDebug: 0
disableTileAndCluster: 0
disableDeferredShadingInCompute: 0
enableSplitLightEvaluation: 0
disableDeferredShadingInCompute: 1
enableSplitLightEvaluation: 1
enableClustered: 0
disableFptlWhenClustered: 1
enableBigTilePrepass: 0
enableClustered: 1
disableFptlWhenClustered: 0
enableBigTilePrepass: 1

17
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs


#endif
private HDRenderPipeline()
{ }
{}
[SerializeField]
private HDRenderPipelineSetup m_Setup;

public SkyParameters skyParametersToUse
{
get
{
{
if (SkyParametersSingleton.overrideSettings)
return SkyParametersSingleton.overrideSettings;

}
readonly DebugParameters m_DebugParameters = new DebugParameters();
public DebugParameters debugParameters
{
get { return m_DebugParameters; }

m_ShadowSettings.directionalLightCascades = new Vector3(commonSettings.shadowCascadeSplit0, commonSettings.shadowCascadeSplit1, commonSettings.shadowCascadeSplit2);
m_ShadowSettings.maxShadowDistance = commonSettings.shadowMaxDistance;
}
}
}
{
{
public bool disableTileAndCluster = true; // For debug / test
public bool disableTileAndCluster = false; // For debug / test
public bool disableDeferredShadingInCompute = true;
public bool enableSplitLightEvaluation = true;
public bool enableComputeLightEvaluation = false;

public bool enableClustered = false;
public bool disableFptlWhenClustered = true; // still useful on opaques. Should be false by default to force tile on opaque.
public bool enableBigTilePrepass = false;
public bool enableClustered = true;
public bool disableFptlWhenClustered = false; // still useful on opaques. Should be false by default to force tile on opaque.
public bool enableBigTilePrepass = true;
}
public struct HDCamera

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