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} |
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AnimBool m_ShowSoftParticles = new AnimBool(); |
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AnimBool m_ShowScreenSpaceShadows = new AnimBool(); |
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private int kMaxSupportedPixelLights = 8; |
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private float kMinRenderScale = 0.1f; |
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void OnDisable() |
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{ |
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m_ShowSoftParticles.valueChanged.RemoveListener(Repaint); |
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m_ShowScreenSpaceShadows.valueChanged.RemoveListener(Repaint); |
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//TODO: Right now disabling MSAA cuts the depth prepass to generate the depth texture. For now, disable SS shadows as well.
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// When the depth prepass does not occur, depth is copied *after* opaque, which does not help us in this situation.
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m_ShowScreenSpaceShadows.target = m_RequireDepthTextureProp.boolValue && m_MSAA.intValue > 1; |
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} |
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void DrawAnimatedProperty(SerializedProperty prop, GUIContent content, AnimBool animation) |
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