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changes from p4

/sample_game
Peter Andreasen 7 年前
当前提交
4ee81c73
共有 2 个文件被更改,包括 12 次插入0 次删除
  1. 10
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  2. 2
      ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs

10
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


// Debug.Assert(additionalData == null, "Missing HDAdditionalData on a light - Should have been create by HDLightEditor");
if (additionalData == null)
{
// SampleGame Change BEGIN
DebugOverlay.Write(0, 0, "^F00Missing HD light data for {0}", light.light.transform.FullHierarchyName());
// SampleGame Change END
}
LightCategory lightCategory = LightCategory.Count;
GPULightType gpuLightType = GPULightType.Point;

Debug.Assert(m_lightList.lightVolumes.Count == m_lightCount);
UpdateDataBuffers();
//DebugOverlay.WriteNext("NumLights: {0}", m_lightList.lights.Count);
//DebugOverlay.WriteNext("NumEnvLights: {0}", m_lightList.envLights.Count);
//DebugOverlay.WriteNext("NumShadows: {0}", m_lightList.shadows.Count);
//DebugOverlay.WriteNext("NumDirLights: {0}", m_lightList.directionalLights.Count);
}
void VoxelLightListGeneration(CommandBuffer cmd, Camera camera, Matrix4x4 projscr, Matrix4x4 invProjscr, RenderTargetIdentifier cameraDepthBufferRT)

2
ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs


cullingParameters.shadowDistance = Mathf.Min(m_ShadowSettings.maxShadowDistance,
m_CurrCamera.farClipPlane);
#if UNITY_EDITOR
#endif
CullResults.Cull(ref cullingParameters, context, ref m_CullResults);

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