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Merge pull request #740 from Unity-Technologies/Fix-shadow-mask-enabling-in-frame-settings

HDRenderPipeline: Fix shadow mask enabling in frame settings
/main
GitHub 7 年前
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2da87a12
共有 4 个文件被更改,包括 5 次插入3 次删除
  1. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineInspector.Styles.cs
  2. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineInspector.cs
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  4. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs

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


public readonly GUIContent useDepthPrepassWithDeferredRendering = new GUIContent("Use Depth Prepass with Deferred rendering");
public readonly GUIContent renderAlphaTestOnlyInDeferredPrepass = new GUIContent("Alpha Test Only");
public readonly GUIContent enableAsyncCompute = new GUIContent("Enable Async Compute");
public readonly GUIContent enableShadowMask = new GUIContent("Enable Shadow Mask");
// LightLoop Settings
public readonly GUIContent lightLoopSettings = new GUIContent("Light Loop Settings");

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDRenderPipelineInspector.cs


SerializedProperty m_RenderingUseDepthPrepass;
SerializedProperty m_RenderingUseDepthPrepassAlphaTestOnly;
SerializedProperty m_enableAsyncCompute;
SerializedProperty m_enableShadowMask;
// Subsurface Scattering Settings
SerializedProperty m_SubsurfaceScatteringSettings;

m_RenderingUseForwardOnly = properties.Find(x => x.serializedFrameSettings.enableForwardRenderingOnly);
m_RenderingUseDepthPrepass = properties.Find(x => x.serializedFrameSettings.enableDepthPrepassWithDeferredRendering);
m_RenderingUseDepthPrepassAlphaTestOnly = properties.Find(x => x.serializedFrameSettings.enableAlphaTestOnlyInDeferredPrepass);
m_enableShadowMask = properties.Find(x => x.serializedFrameSettings.enableShadowMask);
// Subsurface Scattering Settings
m_SubsurfaceScatteringSettings = properties.Find(x => x.sssSettings);

}
EditorGUILayout.PropertyField(m_enableAsyncCompute, s_Styles.enableAsyncCompute);
EditorGUILayout.PropertyField(m_enableShadowMask, s_Styles.enableShadowMask);
EditorGUI.indentLevel--;
}

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


void CreateDepthStencilBuffer(HDCamera hdCamera)
{
var camera = hdCamera.camera;
if (m_CameraDepthStencilBuffer != null)
m_CameraDepthStencilBuffer.Release();

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs


aggregate.enableMSAA = frameSettings.enableMSAA && renderPipelineSettings.supportMSAA;
aggregate.enableShadowMask = renderPipelineSettings.supportShadowMask;
aggregate.enableShadowMask = frameSettings.enableShadowMask && renderPipelineSettings.supportShadowMask;
aggregate.lightLoopSettings = LightLoopSettings.InitializeLightLoopSettings(camera, aggregate, renderPipelineSettings, frameSettings);

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