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update for latest shadow code changes

/main
Filip Iliescu 8 年前
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3d735b9e
共有 1 个文件被更改,包括 7 次插入9 次删除
  1. 16
      Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/ClassicDeferredPipeline.cs

16
Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/ClassicDeferredPipeline.cs


static ComputeBuffer s_ShadowDataBuffer;
static ComputeBuffer s_ShadowPayloadBuffer;
public ShadowSetup(ShadowSettings shadowSettings, out IShadowManager shadowManager)
public ShadowSetup(ShadowInitParameters shadowInit, ShadowSettings shadowSettings, out IShadowManager shadowManager)
atlasInit.baseInit.width = (uint)shadowSettings.shadowAtlasWidth;
atlasInit.baseInit.height = (uint)shadowSettings.shadowAtlasHeight;
atlasInit.baseInit.width = (uint)shadowInit.shadowAtlasWidth;
atlasInit.baseInit.height = (uint)shadowInit.shadowAtlasHeight;
atlasInit.baseInit.slices = 1;
atlasInit.baseInit.shadowmapBits = 32;
atlasInit.baseInit.shadowmapFormat = RenderTextureFormat.Shadowmap;

atlasInit.baseInit.maxPayloadCount = 0;
atlasInit.baseInit.shadowSupport = ShadowmapBase.ShadowSupport.Directional | ShadowmapBase.ShadowSupport.Point | ShadowmapBase.ShadowSupport.Spot;
atlasInit.shaderKeyword = null;
atlasInit.cascadeCount = shadowSettings.directionalLightCascadeCount;
atlasInit.cascadeRatios = shadowSettings.directionalLightCascades;
m_Shadowmaps = new ShadowmapBase[] { new ShadowAtlas(ref atlasInit) };

}
[SerializeField]
ShadowSettings m_ShadowSettings = ShadowSettings.Default;
ShadowSettings m_ShadowSettings = new ShadowSettings();
ShadowSetup m_ShadowSetup;
IShadowManager m_ShadowMgr;
FrameId m_FrameId = new FrameId();

void InitShadowSystem(ShadowSettings shadowSettings)
{
m_ShadowSetup = new ShadowSetup(shadowSettings, out m_ShadowMgr);
m_ShadowSetup = new ShadowSetup(new ShadowInitParameters(), shadowSettings, out m_ShadowMgr);
}
void DeinitShadowSystem()

private Matrix4x4[] m_WorldToLightMatrix = new Matrix4x4[k_MaxLights];
[SerializeField]
TextureSettings m_TextureSettings = TextureSettings.Default;
TextureSettings m_TextureSettings = new TextureSettings();
public bool UseLegacyCookies;
public bool TransparencyShadows;
public Mesh m_PointLightMesh;

{
foreach (var camera in cameras) {
// Culling
CullingParameters cullingParams;
ScriptableCullingParameters cullingParams;
if (!CullResults.GetCullingParameters (camera, out cullingParams))
continue;

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