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Fix missing mouse position

/main
sebastienlagarde 7 年前
当前提交
466305bb
共有 1 个文件被更改,包括 20 次插入17 次删除
  1. 37
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs

37
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


Resize(hdCamera);
if (m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled() || m_CurrentDebugDisplaySettings.fullScreenDebugMode != FullScreenDebugMode.None)
{
ApplyDebugDisplaySettings(hdCamera, cmd);
}
ApplyDebugDisplaySettings(hdCamera, cmd);
UpdateShadowSettings();
// TODO: Float HDCamera setup higher in order to pass stereo into GetCullingParameters

public void ApplyDebugDisplaySettings(HDCamera hdCamera, CommandBuffer cmd)
{
m_ShadowSettings.enabled = m_FrameSettings.enableShadow;
if (m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled() ||
m_CurrentDebugDisplaySettings.fullScreenDebugMode != FullScreenDebugMode.None ||
m_CurrentDebugDisplaySettings.colorPickerDebugSettings.colorPickerMode != ColorPickerDebugMode.None)
{
m_ShadowSettings.enabled = m_FrameSettings.enableShadow;
var lightingDebugSettings = m_CurrentDebugDisplaySettings.lightingDebugSettings;
var debugAlbedo = new Vector4(lightingDebugSettings.debugLightingAlbedo.r, lightingDebugSettings.debugLightingAlbedo.g, lightingDebugSettings.debugLightingAlbedo.b, 0.0f);
var debugSmoothness = new Vector4(lightingDebugSettings.overrideSmoothness ? 1.0f : 0.0f, lightingDebugSettings.overrideSmoothnessValue, 0.0f, 0.0f);
var lightingDebugSettings = m_CurrentDebugDisplaySettings.lightingDebugSettings;
var debugAlbedo = new Vector4(lightingDebugSettings.debugLightingAlbedo.r, lightingDebugSettings.debugLightingAlbedo.g, lightingDebugSettings.debugLightingAlbedo.b, 0.0f);
var debugSmoothness = new Vector4(lightingDebugSettings.overrideSmoothness ? 1.0f : 0.0f, lightingDebugSettings.overrideSmoothnessValue, 0.0f, 0.0f);
cmd.SetGlobalInt(HDShaderIDs._DebugViewMaterial, (int)m_CurrentDebugDisplaySettings.GetDebugMaterialIndex());
cmd.SetGlobalInt(HDShaderIDs._DebugLightingMode, (int)m_CurrentDebugDisplaySettings.GetDebugLightingMode());
cmd.SetGlobalInt(HDShaderIDs._DebugMipMapMode, (int)m_CurrentDebugDisplaySettings.GetDebugMipMapMode());
cmd.SetGlobalVector(HDShaderIDs._DebugLightingAlbedo, debugAlbedo);
cmd.SetGlobalInt(HDShaderIDs._DebugViewMaterial, (int)m_CurrentDebugDisplaySettings.GetDebugMaterialIndex());
cmd.SetGlobalInt(HDShaderIDs._DebugLightingMode, (int)m_CurrentDebugDisplaySettings.GetDebugLightingMode());
cmd.SetGlobalInt(HDShaderIDs._DebugMipMapMode, (int)m_CurrentDebugDisplaySettings.GetDebugMipMapMode());
cmd.SetGlobalVector(HDShaderIDs._DebugLightingAlbedo, debugAlbedo);
cmd.SetGlobalVector(HDShaderIDs._DebugLightingSmoothness, debugSmoothness);
cmd.SetGlobalVector(HDShaderIDs._DebugLightingSmoothness, debugSmoothness);
Vector2 mousePixelCoord = MousePositionDebug.instance.GetMousePosition(hdCamera.screenSize.y);
var mouseParam = new Vector4(mousePixelCoord.x, mousePixelCoord.y, mousePixelCoord.x / hdCamera.screenSize.x, mousePixelCoord.y / hdCamera.screenSize.y);
cmd.SetGlobalVector(HDShaderIDs._MousePixelCoord, mouseParam);
Vector2 mousePixelCoord = MousePositionDebug.instance.GetMousePosition(hdCamera.screenSize.y);
var mouseParam = new Vector4(mousePixelCoord.x, mousePixelCoord.y, mousePixelCoord.x / hdCamera.screenSize.x, mousePixelCoord.y / hdCamera.screenSize.y);
cmd.SetGlobalVector(HDShaderIDs._MousePixelCoord, mouseParam);
cmd.SetGlobalTexture(HDShaderIDs._DebugFont, m_Asset.renderPipelineResources.debugFontTexture);
cmd.SetGlobalTexture(HDShaderIDs._DebugFont, m_Asset.renderPipelineResources.debugFontTexture);
}
}
public void PushColorPickerDebugTexture(CommandBuffer cmd, RenderTargetIdentifier textureID, HDCamera hdCamera)

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