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Rename MSAAAntiAliasing to MSAA as AA is for antialiasing already

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Sebastien Lagarde 7 年前
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71d0fd3a
共有 5 个文件被更改,包括 6 次插入6 次删除
  1. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/RenderPipelineSettingsUI.cs
  2. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedRenderPipelineSettings.cs
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  4. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs
  5. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/RenderPipelineSettings.cs

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/RenderPipelineSettingsUI.cs


EditorGUILayout.PropertyField(d.supportSSR, _.GetContent("Support SSR"));
EditorGUILayout.PropertyField(d.supportSSAO, _.GetContent("Support SSAO"));
EditorGUILayout.PropertyField(d.supportDBuffer, _.GetContent("Support Decal Buffer"));
EditorGUILayout.PropertyField(d.supportMSAAAntiAliasing, _.GetContent("Support MSAA Anti-Aliasing"));
EditorGUILayout.PropertyField(d.supportMSAA, _.GetContent("Support Multi Sampling Anti-Aliasing"));
EditorGUILayout.PropertyField(d.MSAASampleCount, _.GetContent("MSAA Sample Count"));
EditorGUILayout.PropertyField(d.supportSubsurfaceScattering, _.GetContent("Support Subsurface Scattering"));
EditorGUILayout.PropertyField(d.supportForwardOnly, _.GetContent("Support Forward Only"));

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedRenderPipelineSettings.cs


public SerializedProperty supportSSR;
public SerializedProperty supportSSAO;
public SerializedProperty supportDBuffer;
public SerializedProperty supportMSAAAntiAliasing;
public SerializedProperty supportMSAA;
public SerializedProperty MSAASampleCount;
public SerializedProperty supportSubsurfaceScattering;
public SerializedProperty supportForwardOnly;

supportSSR = root.Find((RenderPipelineSettings s) => s.supportSSR);
supportSSAO = root.Find((RenderPipelineSettings s) => s.supportSSAO);
supportDBuffer = root.Find((RenderPipelineSettings s) => s.supportDBuffer);
supportMSAAAntiAliasing = root.Find((RenderPipelineSettings s) => s.supportMSAAAntiAliasing);
supportMSAA = root.Find((RenderPipelineSettings s) => s.supportMSAA);
MSAASampleCount = root.Find((RenderPipelineSettings s) => s.msaaSampleCount);
supportSubsurfaceScattering = root.Find((RenderPipelineSettings s) => s.supportSubsurfaceScattering);
supportForwardOnly = root.Find((RenderPipelineSettings s) => s.supportForwardOnly);

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


// Initial state of the RTHandle system.
// Tells the system that we will require MSAA or not so that we can avoid wasteful render texture allocation.
// TODO: Might want to initialize to at least the window resolution to avoid un-necessary re-alloc in the player
RTHandle.Initialize(1, 1, m_Asset.renderPipelineSettings.supportMSAAAntiAliasing, m_Asset.renderPipelineSettings.msaaSampleCount);
RTHandle.Initialize(1, 1, m_Asset.renderPipelineSettings.supportMSAA, m_Asset.renderPipelineSettings.msaaSampleCount);
m_GbufferManager.CreateBuffers();

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs


aggregate.enableOpaqueObjects = srcFrameSettings.enableOpaqueObjects;
aggregate.enableTransparentObjects = srcFrameSettings.enableTransparentObjects;
aggregate.enableMSAA = srcFrameSettings.enableMSAA && renderPipelineSettings.supportMSAAAntiAliasing;
aggregate.enableMSAA = srcFrameSettings.enableMSAA && renderPipelineSettings.supportMSAA;
aggregate.ConfigureMSAADependentSettings();
aggregate.enableShadowMask = srcFrameSettings.enableShadowMask && renderPipelineSettings.supportShadowMask;

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/RenderPipelineSettings.cs


// Engine
public bool supportDBuffer = false;
public bool supportMSAAAntiAliasing = false;
public bool supportMSAA = false;
public MSAASamples msaaSampleCount = MSAASamples.None;
public bool supportMotionVectors = true;
public bool supportStereo = false;

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