|
|
|
|
|
|
using System; |
|
|
|
using System.Collections; |
|
|
|
using System.Collections.Generic; |
|
|
|
using UnityEditor; |
|
|
|
//[ExecuteInEditMode]
|
|
|
|
[ExecuteInEditMode] |
|
|
|
[MenuItem("Renderloop/CreateRenderLoopFPTL")] |
|
|
|
|
|
|
|
#if UNITY_EDITOR
|
|
|
|
[UnityEditor.MenuItem("Renderloop/CreateRenderLoopFPTL")] |
|
|
|
AssetDatabase.CreateAsset(instance, "Assets/renderloopfptl.asset"); |
|
|
|
UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/renderloopfptl.asset"); |
|
|
|
#endif
|
|
|
|
|
|
|
|
[SerializeField] |
|
|
|
ShadowSettings m_ShadowSettings = ShadowSettings.Default; |
|
|
|
|
|
|
|
|
|
|
public Shader m_DeferredShader; |
|
|
|
public Shader m_DeferredReflectionShader; |
|
|
|
public Shader m_FinalPassShader; |
|
|
|
|
|
|
|
public ComputeShader m_BuildScreenAABBShader; |
|
|
|
public ComputeShader m_BuildPerTileLightListShader; |
|
|
|
|
|
|
m_skyboxHelper = new SkyboxHelper(); |
|
|
|
m_skyboxHelper.CreateMesh(); |
|
|
|
|
|
|
|
m_blitMaterial = new Material(Shader.Find("Hidden/FinalPass")); |
|
|
|
m_blitMaterial = new Material(m_FinalPassShader); |
|
|
|
m_blitMaterial.hideFlags = HideFlags.HideAndDontSave; |
|
|
|
} |
|
|
|
|
|
|
|