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Merge pull request #1342 from Unity-Technologies/Fix-issue-with-shadow-mask

Fix issue with Lightloop not using correctly the shadow mask flag
/main
GitHub 7 年前
当前提交
8e098fc1
共有 3 个文件被更改,包括 12 次插入6 次删除
  1. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDLightEditor.cs
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  3. 10
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Lighting/HDLightEditor.cs


EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_AdditionalLightData.affectDiffuse, s_Styles.affectDiffuse);
EditorGUILayout.PropertyField(m_AdditionalLightData.affectSpecular, s_Styles.affectSpecular);
EditorGUILayout.PropertyField(m_AdditionalLightData.fadeDistance, s_Styles.fadeDistance);
if (m_LightShape != LightShape.Directional)
EditorGUILayout.PropertyField(m_AdditionalLightData.fadeDistance, s_Styles.fadeDistance);
EditorGUILayout.PropertyField(m_AdditionalLightData.applyRangeAttenuation, s_Styles.applyRangeAttenuation);
if (m_LightShape != LightShape.Directional)
EditorGUILayout.PropertyField(m_AdditionalLightData.applyRangeAttenuation, s_Styles.applyRangeAttenuation);
EditorGUI.indentLevel--;
}

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


bool enableBakeShadowMask;
using (new ProfilingSample(cmd, "TP_PrepareLightsForGPU", CustomSamplerId.TPPrepareLightsForGPU.GetSampler()))
{
enableBakeShadowMask = m_LightLoop.PrepareLightsForGPU(cmd, camera, m_ShadowSettings, m_CullResults, m_ReflectionProbeCullResults, densityVolumes) && hdCamera.frameSettings.enableShadowMask;
enableBakeShadowMask = m_LightLoop.PrepareLightsForGPU(cmd, hdCamera, m_ShadowSettings, m_CullResults, m_ReflectionProbeCullResults, densityVolumes);
}
ConfigureForShadowMask(enableBakeShadowMask, cmd);

10
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs


}
// Return true if BakedShadowMask are enabled
public bool PrepareLightsForGPU(CommandBuffer cmd, Camera camera, ShadowSettings shadowSettings, CullResults cullResults,
public bool PrepareLightsForGPU(CommandBuffer cmd, HDCamera hdCamera, ShadowSettings shadowSettings, CullResults cullResults,
Camera camera = hdCamera.camera;
// If any light require it, we need to enabled bake shadow mask feature
m_enableBakeShadowMask = false;
m_maxShadowDistance = shadowSettings.maxShadowDistance;

}
UpdateDataBuffers();
}
return m_enableBakeShadowMask;
}
m_enableBakeShadowMask = m_enableBakeShadowMask && hdCamera.frameSettings.enableShadowMask;
return m_enableBakeShadowMask;
}
static float CalculateProbeLogVolume(Bounds bounds)

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