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Fixed compilation after merge and small menu layout mistake.

/Branch_Batching2
Julien Ignace 8 年前
当前提交
5708842d
共有 3 个文件被更改,包括 5 次插入4 次删除
  1. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
  2. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  3. 5
      Assets/ScriptableRenderPipeline/common/Debugging/DebugMenu.cs

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs


DebugMenuManager.instance.AddDebugItem<LightingDebugMenu, bool>("Enable Shadows", () => lightingDebugSettings.enableShadows, (value) => lightingDebugSettings.enableShadows = (bool)value);
DebugMenuManager.instance.AddDebugItem<LightingDebugMenu, ShadowMapDebugMode>("Shadow Debug Mode", () => lightingDebugSettings.shadowDebugMode, (value) => lightingDebugSettings.shadowDebugMode = (ShadowMapDebugMode)value);
DebugMenuManager.instance.AddDebugItem<LightingDebugMenu, uint>("Shadow Map Index", () => lightingDebugSettings.shadowMapIndex, (value) => lightingDebugSettings.shadowMapIndex = (uint)value);
DebugMenuManager.instance.AddDebugItem<LightingDebugMenu, LightingDebugMode>("Lighting Debug Mode", () => lightingDebugSettings.lightingDebugMode, (value) => lightingDebugSettings.lightingDebugMode = (LightingDebugMode)value);
//DebugMenuManager.instance.AddDebugItem<LightingDebugMenu, LightingDebugMode>("Lighting Debug Mode", () => lightingDebugSettings.lightingDebugMode, (value) => lightingDebugSettings.lightingDebugMode = (LightingDebugMode)value);
DebugMenuManager.instance.AddDebugItem<LightingDebugMenu, bool>("Override Smoothness", () => lightingDebugSettings.overrideSmoothness, (value) => lightingDebugSettings.overrideSmoothness = (bool)value);
DebugMenuManager.instance.AddDebugItem<LightingDebugMenu, float>("Override Smoothness Value", () => lightingDebugSettings.overrideSmoothnessValue, (value) => lightingDebugSettings.overrideSmoothnessValue = (float)value, false, new DebugItemDrawFloatMinMax(0.0f, 1.0f));
DebugMenuManager.instance.AddDebugItem<LightingDebugMenu, Color>("Debug Lighting Albedo", () => lightingDebugSettings.debugLightingAlbedo, (value) => lightingDebugSettings.debugLightingAlbedo = (Color)value);

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


void OnEnable()
{
globalDebugSettings.RegisterDebug();
debugDisplaySettings.RegisterDebug();
}
}

5
Assets/ScriptableRenderPipeline/common/Debugging/DebugMenu.cs


menuVLRectTransform.anchorMin = new Vector2(0.0f, 0.0f);
menuVLRectTransform.anchorMax = new Vector2(1.0f, 1.0f);
DebugMenuUI.CreateTextElement(string.Format("{0} Title", m_Name), m_Name, 14, TextAnchor.MiddleLeft, m_Root);
RebuildGUI();
m_Root.SetActive(false);

private void RebuildGUI()
{
m_Root.transform.DetachChildren();
DebugMenuUI.CreateTextElement(string.Format("{0} Title", m_Name), m_Name, 14, TextAnchor.MiddleLeft, m_Root);
m_ItemsUI.Clear();
foreach (DebugMenuItem menuItem in m_Items)
{

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