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HDRP: Remove warning C#

/main
sebastien lagarde 6 年前
当前提交
6a8cf791
共有 2 个文件被更改,包括 4 次插入6 次删除
  1. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/BuildPlayer/HDRPVariantStripper.cs
  2. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/BuildPlayer/HDRPVariantStripper.cs


using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEditor.Build;
using UnityEditor.Rendering;

ShaderKeyword m_TileLighting;
ShaderKeyword m_ClusterLighting;
ShaderKeyword m_FeatureSSS;
//ShaderKeyword m_FeatureSSS;
public HDRPVariantStripper()
{

m_TileLighting = new ShaderKeyword("USE_FPTL_LIGHTLIST");
m_ClusterLighting = new ShaderKeyword("USE_CLUSTERED_LIGHTLIST");
m_FeatureSSS = new ShaderKeyword("_MATERIAL_FEATURE_SUBSURFACE_SCATTERING");
//m_FeatureSSS = new ShaderKeyword("_MATERIAL_FEATURE_SUBSURFACE_SCATTERING");
}
bool LitShaderStripper(Shader shader, ShaderSnippetData snippet, ShaderCompilerData inputData)

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs


int m_lightCount = 0;
int m_densityVolumeCount = 0;
bool m_enableBakeShadowMask = false; // Track if any light require shadow mask. In this case we will need to enable the keyword shadow mask
float m_maxShadowDistance = 0.0f; // Save value from shadow settings
private ComputeShader buildScreenAABBShader { get { return m_Resources.buildScreenAABBShader; } }
private ComputeShader buildPerTileLightListShader { get { return m_Resources.buildPerTileLightListShader; } }

// If any light require it, we need to enabled bake shadow mask feature
m_enableBakeShadowMask = false;
m_maxShadowDistance = shadowSettings.maxShadowDistance;
m_lightList.Clear();
// We need to properly reset this here otherwise if we go from 1 light to no visible light we would keep the old reference active.

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