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Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop into Branch_RTRefactoring

# Conflicts:
#	ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs
#	ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/RenderPipelineSettingsUI.cs
#	ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedRenderPipelineSettings.cs
#	ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs
#	ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/RenderPipelineSettings.cs
/main
Julien Ignace 7 年前
当前提交
2c282969
共有 4 个文件被更改,包括 8 次插入5 次删除
  1. 4
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/Shadow.hlsl
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/RenderPipelineSettingsUI.cs
  3. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs
  4. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/RenderPipelineSettings.cs

4
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Shadow/Shadow.hlsl


#define SHADOW_OPTIMIZE_REGISTER_USAGE 0
#endif
#if SHADOW_OPTIMIZE_REGISTER_USAGE == 1
# pragma warning(disable : 3557) // loop only executes for 1 iteration(s)
#endif
#include "CoreRP/Shadow/ShadowBase.cs.hlsl" // ShadowData definition, auto generated (don't modify)
#include "ShadowTexFetch.hlsl" // Resource sampling definitions (don't modify)

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/RenderPipelineSettingsUI.cs


public RenderPipelineSettingsUI()
: base(0)
{
}
public override void Reset(SerializedRenderPipelineSettings data, UnityAction repaint)

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs


public bool enableTransparentObjects = true;
public bool enableMSAA = false;
public MSAASamples msaaSampleCount { get; private set; }
public bool enableShadowMask = false;

aggregate.enableTransparentObjects = srcFrameSettings.enableTransparentObjects;
aggregate.enableMSAA = srcFrameSettings.enableMSAA && renderPipelineSettings.supportMSAAAntiAliasing;
if (QualitySettings.antiAliasing < 1)
aggregate.enableMSAA = false;
aggregate.ConfigureMSAADependentSettings();
aggregate.enableShadowMask = srcFrameSettings.enableShadowMask && renderPipelineSettings.supportShadowMask;

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/RenderPipelineSettings.cs


public bool supportsForwardOnly = false;
// Engine
public bool supportDBuffer = false;
public bool supportDBuffer = false;
public MSAASamples msaaSampleCount = MSAASamples.None;
public MSAASamples msaaSampleCount = MSAASamples.None;
public bool supportsMotionVectors = true;
public bool supportsStereo = false;

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