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HDRenderPipeline: Removed unused directionalShadowSplitSphereSqr

/main
sebastienlagarde 7 年前
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1ce7b9a6
共有 2 个文件被更改,包括 0 次插入4 次删除
  1. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs
  2. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs


public static readonly int _EnvLightDatas = Shader.PropertyToID("_EnvLightDatas");
public static readonly int _EnvLightCount = Shader.PropertyToID("_EnvLightCount");
public static readonly int _ShadowDatas = Shader.PropertyToID("_ShadowDatas");
public static readonly int _DirShadowSplitSpheres = Shader.PropertyToID("_DirShadowSplitSpheres");
public static readonly int _NumTileFtplX = Shader.PropertyToID("_NumTileFtplX");
public static readonly int _NumTileFtplY = Shader.PropertyToID("_NumTileFtplY");
public static readonly int _NumTileClusteredX = Shader.PropertyToID("_NumTileClusteredX");

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs


public List<LightData> lights;
public List<EnvLightData> envLights;
public List<ShadowData> shadows;
public Vector4[] directionalShadowSplitSphereSqr;
public List<SFiniteLightBound> bounds;
public List<LightVolumeData> lightVolumes;

lights = new List<LightData>();
envLights = new List<EnvLightData>();
shadows = new List<ShadowData>();
directionalShadowSplitSphereSqr = new Vector4[k_MaxCascadeCount];
bounds = new List<SFiniteLightBound>();
lightVolumes = new List<LightVolumeData>();

cmd.SetGlobalBuffer(HDShaderIDs._EnvLightDatas, s_EnvLightDatas);
cmd.SetGlobalInt(HDShaderIDs._EnvLightCount, m_lightList.envLights.Count);
cmd.SetGlobalBuffer(HDShaderIDs._ShadowDatas, s_shadowDatas);
cmd.SetGlobalVectorArray(HDShaderIDs._DirShadowSplitSpheres, m_lightList.directionalShadowSplitSphereSqr);
cmd.SetGlobalInt(HDShaderIDs._NumTileFtplX, GetNumTileFtplX(camera));
cmd.SetGlobalInt(HDShaderIDs._NumTileFtplY, GetNumTileFtplY(camera));

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