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[HDRenderPipelineEditor] Added missing field and field renaming

/main
Frédéric Vauchelles 7 年前
当前提交
1456d06a
共有 3 个文件被更改,包括 11 次插入7 次删除
  1. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/LightLoopSettingsUI.cs
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedHDRenderPipelineAsset.cs
  3. 15
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.cs

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/LightLoopSettingsUI.cs


{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(p.isFptlEnabled, _.GetContent("Enable FPTL"));
EditorGUILayout.PropertyField(p.enableFptlForForwardOpaque, _.GetContent("Enable FPTL For Forward Opaque"));
EditorGUILayout.PropertyField(p.enableBigTilePrepass, _.GetContent("Enable Big Tile Prepass"));
EditorGUILayout.PropertyField(p.enableComputeLightEvaluation, _.GetContent("Enable Compute Light Evaluation"));
GUILayout.BeginVertical();

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedHDRenderPipelineAsset.cs


diffusionProfileSettings = serializedObject.Find((HDRenderPipelineAsset s) => s.diffusionProfileSettings);
renderPipelineSettings = new SerializedRenderPipelineSettings(serializedObject.Find((HDRenderPipelineAsset a) => a.renderPipelineSettings));
defaultFrameSettings = new SerializedFrameSettings(serializedObject.Find((HDRenderPipelineAsset a) => a.serializedFrameSettings));
defaultFrameSettings = new SerializedFrameSettings(serializedObject.FindProperty("m_FrameSettings"));
}
public void Update()

15
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipelineAsset.cs


namespace UnityEngine.Experimental.Rendering.HDPipeline
using UnityEngine.Serialization;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
// The HDRenderPipeline assumes linear lighting. Doesn't work with gamma.
public class HDRenderPipelineAsset : RenderPipelineAsset, ISerializationCallbackReceiver

// To be able to turn on/off FrameSettings properties at runtime for debugging purpose without affecting the original one
// we create a runtime copy (m_ActiveFrameSettings that is used, and any parametrization is done on serialized frameSettings)
public FrameSettings serializedFrameSettings = new FrameSettings(); // This are the defaultFrameSettings for all the camera and apply to sceneView, public to be visible in the inspector
[SerializeField]
[FormerlySerializedAs("serializedFrameSettings")]
FrameSettings m_FrameSettings = new FrameSettings(); // This are the defaultFrameSettings for all the camera and apply to sceneView, public to be visible in the inspector
FrameSettings m_FrameSettings = new FrameSettings();
FrameSettings m_FrameSettingsRuntime = new FrameSettings();
return m_FrameSettings;
return m_FrameSettingsRuntime;
}
// Store the various RenderPipelineSettings for each platform (for now only one)

{
// Modification of defaultFrameSettings in the inspector will call OnValidate().
// We do a copy of the settings to those effectively used
serializedFrameSettings.CopyTo(m_FrameSettings);
m_FrameSettings.CopyTo(m_FrameSettingsRuntime);
}
}
}
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