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Merge branch 'remove_unity_per_camera' of https://github.com/EvgeniiG/ScriptableRenderLoop into remove_unity_per_camera

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Evgenii Golubev 7 年前
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共有 1 个文件被更改,包括 16 次插入0 次删除
  1. 16
      ScriptableRenderPipeline/Core/CoreRP/Utilities/CoreUtils.cs

16
ScriptableRenderPipeline/Core/CoreRP/Utilities/CoreUtils.cs


}
}
}
// TODO: how to handle reflection views? We don't know the parent window they are being rendered into,
// so we don't know whether we can animate them...
//
// IMHO, a better solution would be:
// A window invokes a camera render. The camera knows which window called it, so it can query its properies
// (such as animated materials). This camera provides the space-time position. It should also be able
// to access the rendering settings somehow. Using this information, it is then able to construct the
// primary view with information about camera-relative rendering, LOD, time, rendering passes/features
// enabled, etc. We then render this view. It can have multiple sub-views (shadows, reflections).
// They inherit all the properties of the primary view, but also have the ability to override them
// (e.g. primary cam pos and time are retained, matrices are modified, SSS and tessellation are disabled).
// These views can then have multiple sub-views (probably not practical for games),
// which simply amounts to a recursive call, and then the story repeats itself.
//
// TLDR: we need to know the caller and its status/properties to make decisions.
#endif
return animateMaterials;

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