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public TextureSettings textureSettings { get { return m_TextureSettings; } set { m_TextureSettings = value; } } |
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// Renderer Settings (per "scene")
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[SerializeField] private CommonSettings.Settings m_CommonSettings = CommonSettings.Settings.s_Defaultsettings; |
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[SerializeField] private CommonSettings m_CommonSettings; |
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public CommonSettings.Settings commonSettingsToUse |
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public CommonSettings commonSettingsToUse |
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return CommonSettingsSingleton.overrideSettings.settings; |
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return CommonSettingsSingleton.overrideSettings; |
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return m_CommonSettings; |
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} |
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public void UpdateCommonSettings() |
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{ |
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var commonSettings = commonSettingsToUse; |
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var commonSettings = commonSettingsToUse.settings; |
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m_ShadowSettings.directionalLightCascadeCount = commonSettings.shadowCascadeCount; |
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m_ShadowSettings.directionalLightCascades = new Vector3(commonSettings.shadowCascadeSplit0, commonSettings.shadowCascadeSplit1, commonSettings.shadowCascadeSplit2); |
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m_SkyManager.skySettings = owner.skySettingsToUse; |
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m_PostProcessContext = new PostProcessRenderContext(); |
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m_SsaoContext = new AmbientOcclusionContext(new AmbientOcclusionSettings(), m_gbufferManager.GetGBuffers()); |
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m_SsaoContext = new AmbientOcclusionContext(owner.commonSettingsToUse.screenSpaceAmbientOcclusionSettings, m_gbufferManager.GetGBuffers()); |
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} |
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void InitializeDebugMaterials() |
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