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Renamed some classes.

/Branch_Batching2
Keijiro Takahashi 8 年前
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6ee4ca5a
共有 4 个文件被更改,包括 9 次插入8 次删除
  1. 11
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  2. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ScreenSpace/AmbientOcclusion/AmbientOcclusion.cs
  3. 0
      /Assets/ScriptableRenderPipeline/HDRenderPipeline/ScreenSpace/AmbientOcclusion/AmbientOcclusion.cs.meta
  4. 0
      /Assets/ScriptableRenderPipeline/HDRenderPipeline/ScreenSpace/AmbientOcclusion/AmbientOcclusion.cs

11
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


private RenderTargetIdentifier m_CameraDepthStencilBufferRT;
private RenderTargetIdentifier m_CameraDepthStencilBufferCopyRT;
// Post-processing context (recycled on every frame to avoid GC alloc)
// Post-processing context and screen-space effects (recycled on every frame to avoid GC alloc)
readonly ScreenSpaceAmbientOcclusionContext m_SsaoContext;
readonly ScreenSpaceAmbientOcclusionEffect m_SsaoEffect;
// Detect when windows size is changing
int m_CurrentWidth;

m_SkyManager.skySettings = owner.skySettingsToUse;
m_PostProcessContext = new PostProcessRenderContext();
m_SsaoContext = new ScreenSpaceAmbientOcclusionContext(m_gbufferManager.GetGBuffers());
m_SsaoEffect = new ScreenSpaceAmbientOcclusionEffect(m_gbufferManager.GetGBuffers());
}
void InitializeDebugMaterials()

Utilities.Destroy(m_DebugDisplayLatlong);
m_SkyManager.Cleanup();
m_SsaoContext.Cleanup();
m_SsaoEffect.Cleanup();
#if UNITY_EDITOR
SupportedRenderingFeatures.active = SupportedRenderingFeatures.Default;

RenderForwardOnlyOpaqueDepthPrepass(cullResults, camera, renderContext);
RenderGBuffer(cullResults, camera, renderContext);
// Apply screen-space effects to the GBuffer.
m_SsaoContext.Render(m_Owner.commonSettingsToUse.screenSpaceAmbientOcclusionSettings, camera, renderContext, m_CameraDepthStencilBufferRT);
m_SsaoEffect.Render(m_Owner.commonSettingsToUse.screenSpaceAmbientOcclusionSettings, camera, renderContext, m_CameraDepthStencilBufferRT);
}
// If full forward rendering, we did not do any rendering yet, so don't need to copy the buffer.

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/ScreenSpace/AmbientOcclusion/AmbientOcclusion.cs


public bool downsampling = true;
}
public sealed class ScreenSpaceAmbientOcclusionContext
public sealed class ScreenSpaceAmbientOcclusionEffect
{
static class Uniforms
{

RenderTargetIdentifier[] m_MRT = { 0, 0 };
PropertySheet m_Sheet;
public ScreenSpaceAmbientOcclusionContext(RenderTargetIdentifier[] gbufferIDs)
public ScreenSpaceAmbientOcclusionEffect(RenderTargetIdentifier[] gbufferIDs)
{
m_GBufferIDs = gbufferIDs;
}

if (m_Sheet == null)
{
var shader = Shader.Find("Hidden/HDPipeline/ScreenSpaceAmbientOcclusion");
var shader = Shader.Find("Hidden/HDPipeline/ScreenSpace/AmbientOcclusion");
var material = new Material(shader) { hideFlags = HideFlags.DontSave };
m_Sheet = new PropertySheet(material);
}

/Assets/ScriptableRenderPipeline/HDRenderPipeline/ScreenSpace/AmbientOcclusion/AmbientOcclusionContext.cs.meta → /Assets/ScriptableRenderPipeline/HDRenderPipeline/ScreenSpace/AmbientOcclusion/AmbientOcclusion.cs.meta

/Assets/ScriptableRenderPipeline/HDRenderPipeline/ScreenSpace/AmbientOcclusion/AmbientOcclusionContext.cs → /Assets/ScriptableRenderPipeline/HDRenderPipeline/ScreenSpace/AmbientOcclusion/AmbientOcclusion.cs

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