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// Debug.Assert(additionalData == null, "Missing HDAdditionalData on a light - Should have been create by HDLightEditor");
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if (additionalData == null) |
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{ |
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// SampleGame Change BEGIN
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DebugOverlay.Write(0, 0, "^F00Missing HD light data for {0}", light.light.transform.FullHierarchyName()); |
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// SampleGame Change END
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} |
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LightCategory lightCategory = LightCategory.Count; |
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GPULightType gpuLightType = GPULightType.Point; |
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Debug.Assert(m_lightList.lightVolumes.Count == m_lightCount); |
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UpdateDataBuffers(); |
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//DebugOverlay.WriteNext("NumLights: {0}", m_lightList.lights.Count);
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//DebugOverlay.WriteNext("NumEnvLights: {0}", m_lightList.envLights.Count);
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//DebugOverlay.WriteNext("NumShadows: {0}", m_lightList.shadows.Count);
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//DebugOverlay.WriteNext("NumDirLights: {0}", m_lightList.directionalLights.Count);
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} |
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void VoxelLightListGeneration(CommandBuffer cmd, Camera camera, Matrix4x4 projscr, Matrix4x4 invProjscr, RenderTargetIdentifier cameraDepthBufferRT) |
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