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Cleanup & debug stuff

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Thomas 7 年前
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28f477a0
共有 2 个文件被更改,包括 24 次插入29 次删除
  1. 39
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/AtmosphericScattering/AtmosphericScattering.cs
  2. 14
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkySettings.cs

39
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/AtmosphericScattering/AtmosphericScattering.cs


using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Diagnostics;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline

{
private readonly static int m_TypeParam = Shader.PropertyToID("_AtmosphericScatteringType");
static readonly int m_TypeParam = Shader.PropertyToID("_AtmosphericScatteringType");
private readonly static int m_ColorModeParam = Shader.PropertyToID("_FogColorMode");
private readonly static int m_FogColorDensityParam = Shader.PropertyToID("_FogColorDensity");
private readonly static int m_MipFogParam = Shader.PropertyToID("_MipFogParameters");
static readonly int m_ColorModeParam = Shader.PropertyToID("_FogColorMode");
static readonly int m_FogColorDensityParam = Shader.PropertyToID("_FogColorDensity");
static readonly int m_MipFogParam = Shader.PropertyToID("_MipFogParameters");
public FogColorParameter colorMode = new FogColorParameter { value = FogColorMode.SkyColor };
public FogColorParameter colorMode = new FogColorParameter(FogColorMode.SkyColor);
public ColorParameter color = new ColorParameter(Color.grey);
public ClampedFloatParameter density = new ClampedFloatParameter(1.0f, 0.0f, 1.0f);
public ColorParameter color = new ColorParameter(Color.grey);
public ClampedFloatParameter density = new ClampedFloatParameter(1.0f, 0.0f, 1.0f);
public ClampedFloatParameter mipFogMaxMip = new ClampedFloatParameter(1.0f, 0.0f, 1.0f);
public ClampedFloatParameter mipFogMaxMip = new ClampedFloatParameter(1.0f, 0.0f, 1.0f);
public MinFloatParameter mipFogNear = new MinFloatParameter(0.0f, 0.0f);
public MinFloatParameter mipFogNear = new MinFloatParameter(0.0f, 0.0f);
public MinFloatParameter mipFogFar = new MinFloatParameter(1000.0f, 0.0f);
public MinFloatParameter mipFogFar = new MinFloatParameter(1000.0f, 0.0f);
public abstract void PushShaderParameters(CommandBuffer cmd, FrameSettings frameSettings);

SkyColor,
}
[Serializable]
[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
: base(value, overrideState)
{
}
: base(value, overrideState) { }
[Serializable]
public sealed class FogColorParameter : VolumeParameter<FogColorMode> { }
[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
public sealed class FogColorParameter : VolumeParameter<FogColorMode>
{
public FogColorParameter(FogColorMode value, bool overrideState = false)
: base(value, overrideState) { }
}
}

14
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/SkySettings.cs


using System;
using System.Collections.Generic;
using System.Diagnostics;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{

}
}
[Serializable]
[Serializable, DebuggerDisplay(k_DebuggerDisplay)]
public EnvUpdateParameter(EnvironementUpdateMode val, bool overrideState = false)
: base(val, overrideState)
{
}
public EnvUpdateParameter(EnvironementUpdateMode value, bool overrideState = false)
: base(value, overrideState) { }
[Tooltip("Rotation of the sky.")]
public ClampedFloatParameter rotation = new ClampedFloatParameter(0.0f, 0.0f, 360.0f);
[Tooltip("Exposure of the sky in EV.")]

public MinFloatParameter updatePeriod = new MinFloatParameter(0.0f, 0.0f);
// Unused for now. In the future we might want to expose this option for very high range skies.
private bool m_useMIS = false;
bool m_useMIS = false;
public bool useMIS { get { return m_useMIS; } }
public override int GetHashCode()

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