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float ValScale; |
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public ValRange( string name, float valMin, float valDef, float valMax, float valScale ) { Name = new GUIContent( name ); ValMin = valMin; ValDef = valDef; ValMax = valMax; ValScale = valScale; } |
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#if UNITY_EDITOR
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#else
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public void Slider( ref int currentVal ) {} |
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#endif
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public int Default() { return ShadowUtils.Asint( ValScale * ValDef ); } |
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} |
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readonly ValRange m_DefPCF_DepthBias = new ValRange( "Depth Bias", 0.0f, 0.05f, 1.0f, 000.1f ); |
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private void BlurSlider( ref int currentVal ) |
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{ |
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#if UNITY_EDITOR
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#endif
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} |
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override protected void Register( GPUShadowType type, ShadowRegistry registry ) |
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m_MaxShadows[(int)GPUShadowType.Spot ,0] = m_MaxShadows[(int)GPUShadowType.Spot ,1] = 8; |
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m_MaxShadows[(int)GPUShadowType.Directional,0] = m_MaxShadows[(int)GPUShadowType.Directional ,1] = 2; |
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#if UNITY_EDITOR
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#endif
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} |
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public override void UpdateCullingParameters( ref CullingParameters cullingParams ) |
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