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stub in basic transparencys

/main
Filip Iliescu 8 年前
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3b50be5f
共有 4 个文件被更改,包括 439 次插入1 次删除
  1. 24
      Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/ClassicDeferredPipeline.cs
  2. 330
      Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest.unity
  3. 77
      Assets/TestScenes/MobileDeferredTest/Materials/Transparent.mat
  4. 9
      Assets/TestScenes/MobileDeferredTest/Materials/Transparent.mat.meta

24
Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/ClassicDeferredPipeline.cs


loop.DrawSkybox (camera);
RenderForward (cullResults, camera, loop, false);
}
void RenderForward(CullResults cull, Camera camera, ScriptableRenderContext loop, bool opaquesOnly)
{
var cmd = new CommandBuffer { name = opaquesOnly ? "Prep Opaques Only Forward Pass" : "Prep Forward Pass" };
//cmd.EnableShaderKeyword(haveTiledSolution ? "TILED_FORWARD" : "REGULAR_FORWARD");
//cmd.SetGlobalFloat("g_isOpaquesOnlyEnabled", opaquesOnly ? 1 : 0); // leaving this as a dynamic toggle for now for forward opaques to keep shader variants down.
//cmd.SetGlobalBuffer("g_vLightListGlobal", useFptl ? s_LightList : s_PerVoxelLightLists);
loop.ExecuteCommandBuffer(cmd);
cmd.Dispose();
var settings = new DrawRendererSettings(cull, camera, new ShaderPassName("ForwardBase"))
{
sorting = { flags = SortFlags.CommonOpaque }
};
settings.rendererConfiguration = RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe;
if (opaquesOnly) settings.inputFilter.SetQueuesOpaque();
else settings.inputFilter.SetQueuesTransparent();
loop.DrawRenderers(ref settings);
}
static Matrix4x4 GetFlipMatrix()

330
Assets/TestScenes/MobileDeferredTest/ClassicDeferredTest.unity


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