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Improve naming

/main
Evgenii Golubev 8 年前
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62b97260
共有 2 个文件被更改,包括 8 次插入16 次删除
  1. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
  2. 22
      Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs

2
Assets/ScriptableRenderLoop/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs


EditorGUILayout.LabelField(styles.sssSettings);
EditorGUI.BeginChangeCheck();
EditorGUI.indentLevel++;
pipe.sssParameters = (SubsurfaceScatteringParameters) EditorGUILayout.ObjectField(new GUIContent("Subsurface Scattering Parameters"), pipe.sssParameters, typeof(SubsurfaceScatteringParameters), false);
pipe.localSssParameters = (SubsurfaceScatteringParameters) EditorGUILayout.ObjectField(new GUIContent("Subsurface Scattering Parameters"), pipe.localSssParameters, typeof(SubsurfaceScatteringParameters), false);
EditorGUI.indentLevel--;
if (EditorGUI.EndChangeCheck())

22
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs


}
[SerializeField]
SubsurfaceScatteringParameters m_SssParameters;
public SubsurfaceScatteringParameters localSssParameters;
set { m_SssParameters = value; }
get { return m_SssParameters; }
}
public SubsurfaceScatteringParameters sssParametersToUse
{
get
{
if (SubsurfaceScatteringSettings.overrideSettings != null)

else if (m_SssParameters != null)
{
return m_SssParameters;
}
else
if (localSssParameters == null)
m_SssParameters = new SubsurfaceScatteringParameters();
return m_SssParameters;
localSssParameters = new SubsurfaceScatteringParameters();
return localSssParameters;
}
}

// We compute subsurface scattering here. Therefore, no objects rendered afterwards will exhibit SSS.
// Currently, there is no efficient way to switch between SRT and MRT for the forward pass;
// therefore, forward-rendered objects do not output split lighting required for the SSS pass.
CombineSubsurfaceScattering(hdCamera, renderContext, m_Owner.sssParametersToUse);
CombineSubsurfaceScattering(hdCamera, renderContext, m_Owner.sssParameters);
// For opaque forward we have split rendering in two categories
// Material that are always forward and material that can be deferred or forward depends on render pipeline options (like switch to rendering forward only mode)

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