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Add master stereo disable switch to HDRP

/xr-hdrp-rt-test
Robert Srinivasiah 7 年前
当前提交
1cae2f94
共有 3 个文件被更改,包括 12 次插入0 次删除
  1. 1
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.Styles.cs
  2. 4
      ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
  3. 7
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs

1
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.Styles.cs


public readonly GUIContent useForwardRenderingOnly = new GUIContent("Use Forward Rendering Only");
public readonly GUIContent useDepthPrepassWithDeferredRendering = new GUIContent("Use Depth Prepass with Deferred rendering");
public readonly GUIContent renderAlphaTestOnlyInDeferredPrepass = new GUIContent("Alpha Test Only");
public readonly GUIContent disableStereoPaths = new GUIContent("Disable Stereo Paths");
// Texture Settings
public readonly GUIContent textureSettings = new GUIContent("Texture Settings");

4
ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs


SerializedProperty m_RenderingUseForwardOnly;
SerializedProperty m_RenderingUseDepthPrepass;
SerializedProperty m_RenderingUseDepthPrepassAlphaTestOnly;
SerializedProperty m_RenderingDisableStereoPaths;
// Subsurface Scattering Settings
SerializedProperty m_SubsurfaceScatteringSettings;

m_RenderingUseForwardOnly = properties.Find(x => x.renderingSettings.useForwardRenderingOnly);
m_RenderingUseDepthPrepass = properties.Find(x => x.renderingSettings.useDepthPrepassWithDeferredRendering);
m_RenderingUseDepthPrepassAlphaTestOnly = properties.Find(x => x.renderingSettings.renderAlphaTestOnlyInDeferredPrepass);
m_RenderingDisableStereoPaths = properties.Find(x => x.renderingSettings.disableStereoPaths);
// Subsurface Scattering Settings
m_SubsurfaceScatteringSettings = properties.Find(x => x.sssSettings);

EditorGUI.indentLevel--;
}
}
EditorGUILayout.PropertyField(m_RenderingDisableStereoPaths, s_Styles.disableStereoPaths);
EditorGUI.indentLevel--;
}

7
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


public bool useForwardRenderingOnly; // TODO: Currently there is no way to strip the extra forward shaders generated by the shaders compiler, so we can switch dynamically.
public bool useDepthPrepassWithDeferredRendering;
public bool renderAlphaTestOnlyInDeferredPrepass;
public bool disableStereoPaths;
// We have to fall back to forward-only rendering when scene view is using wireframe rendering mode --
// as rendering everything in wireframe + deferred do not play well together

{
HDCamera.CleanUnused();
m_FrameCount = Time.frameCount;
}
bool stereoActive = false && !m_Asset.renderingSettings.disableStereoPaths;
if (stereoActive)
{
m_VolumetricLightingEnabled = false; // XRTODO: Implement VL
}
// This is the main command buffer used for the frame.

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