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API changes update: renamed RendererConfiguration members

/main
Aras Pranckevicius 8 年前
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1a967df9
共有 3 个文件被更改,包括 4 次插入4 次删除
  1. 2
      Assets/ScriptableRenderLoop/ForwardRenderLoop/ForwardRenderLoop.cs
  2. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
  3. 4
      Assets/ScriptableRenderLoop/fptl/FptlLighting.cs

2
Assets/ScriptableRenderLoop/ForwardRenderLoop/ForwardRenderLoop.cs


UpdateLightConstants(cullResults.visibleLights, ref shadows);
DrawRendererSettings settings = new DrawRendererSettings(cullResults, camera, new ShaderPassName("ForwardBase"));
settings.rendererConfiguration = RendererConfiguration.ConfigureOneLightProbePerRenderer | RendererConfiguration.ConfigureReflectionProbesProbePerRenderer;
settings.rendererConfiguration = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectReflectionProbes;
settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh;
renderLoop.DrawRenderers(ref settings);

2
Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs


return;
DrawRendererSettings settings = new DrawRendererSettings(cull, camera, new ShaderPassName(passName));
settings.rendererConfiguration = RendererConfiguration.ConfigureOneLightProbePerRenderer | RendererConfiguration.ConfigureReflectionProbesProbePerRenderer;
settings.rendererConfiguration = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectReflectionProbes;
settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh;
settings.inputCullingOptions.SetQueuesTransparent();
renderLoop.DrawRenderers(ref settings);

4
Assets/ScriptableRenderLoop/fptl/FptlLighting.cs


// render opaque objects using Deferred pass
DrawRendererSettings settings = new DrawRendererSettings(cull, camera, new ShaderPassName("ForwardSinglePass"));
//settings.rendererConfiguration = RendererConfiguration.ConfigureOneLightProbePerRenderer | RendererConfiguration.ConfigureReflectionProbesProbePerRenderer;
settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh;
//settings.rendererConfiguration = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectReflectionProbes;
settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh;
if (opaquesOnly) settings.inputCullingOptions.SetQueuesOpaque();
loop.DrawRenderers(ref settings);
}

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