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HDRenderLoop: Enable CCT and LinearLighting

/main
sebastienlagarde 8 年前
当前提交
6d50a5af
共有 2 个文件被更改,包括 4 次插入10 次删除
  1. 7
      Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
  2. 7
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.cs

7
Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs


reflectionProbe = UnityEditor.SupportedRenderingFeatures.ReflectionProbe.Rotation
};
#endif
/*
*/
m_CameraColorBuffer = Shader.PropertyToID("_CameraColorTexture");
m_CameraDepthBuffer = Shader.PropertyToID("_CameraDepthTexture");

#if UNITY_EDITOR
UnityEditor.SupportedRenderingFeatures.active = UnityEditor.SupportedRenderingFeatures.Default;
#endif
// UnityEngine.Rendering.GraphicsSettings.lightsUseLinearIntensity = previousLightsUseLinearIntensity;
// UnityEngine.Rendering.GraphicsSettings.lightsUseCCT = previousLightsUseCCT;
UnityEngine.Rendering.GraphicsSettings.lightsUseLinearIntensity = previousLightsUseLinearIntensity;
UnityEngine.Rendering.GraphicsSettings.lightsUseCCT = previousLightsUseCCT;
}
void InitAndClearBuffer(Camera camera, RenderLoop renderLoop)

7
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.cs


public Vector3 GetLightColor(VisibleLight light)
{
// Linear intensity calculation (different from legacy Unity - match LinearLighting new option in 5.6)
var lightColorR = light.light.intensity * Mathf.GammaToLinearSpace(light.light.color.r);
var lightColorG = light.light.intensity * Mathf.GammaToLinearSpace(light.light.color.g);
var lightColorB = light.light.intensity * Mathf.GammaToLinearSpace(light.light.color.b);
return new Vector3(lightColorR, lightColorG, lightColorB);
return new Vector3(light.finalColor.r, light.finalColor.g, light.finalColor.b);
}
// Return number of added shadow

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