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HDrenderPipeline: Add support for shadow mask

/main
Sebastien Lagarde 7 年前
当前提交
7bc2ddee
共有 2 个文件被更改,包括 2 次插入2 次删除
  1. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDUtils.cs
  2. 2
      Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/GraphicTestTools.cs

2
ScriptableRenderPipeline/HDRenderPipeline/HDUtils.cs


public class HDUtils
{
public const RendererConfiguration k_RendererConfigurationBakedLighting = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbeProxyVolume;
public const RendererConfiguration k_RendererConfigurationBakedLightingWithShadowMask = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbeProxyVolume;
public const RendererConfiguration k_RendererConfigurationBakedLightingWithShadowMask = k_RendererConfigurationBakedLighting | RendererConfiguration.PerObjectOcclusionProbe | RendererConfiguration.PerObjectOcclusionProbeProxyVolume | RendererConfiguration.PerObjectShadowMask;
public static List<RenderPipelineMaterial> GetRenderPipelineMaterialList()
{

2
Tests/GraphicsTests/RenderPipeline/HDRenderPipeline/CommonAssets/Scripts/Editor/GraphicTestTools.cs


}
}
[MenuItem("GraphicTest Tools/Update All Material Placers")]
[MenuItem("Internal/GraphicTest Tools/Update All Material Placers")]
public static void UpdateAllPlacers()
{
MultiMaterialPlacer[] placers = Object.FindObjectsOfType<MultiMaterialPlacer>();

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