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Fix merge issues

/main
Tim Cooper 8 年前
当前提交
8f13ba4e
共有 8 个文件被更改,包括 9 次插入18 次删除
  1. 4
      Assets/BasicRenderLoopTutorial/BasicRenderLoop.cs
  2. 4
      Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
  3. 2
      Assets/ScriptableRenderLoop/RenderPasses/ShadowRenderPass.cs
  4. 6
      Assets/ScriptableRenderLoop/fptl/FptlLighting.cs
  5. 2
      ProjectSettings/GraphicsSettings.asset
  6. 9
      Assets/TestScenes/HDTest/Leaf.meta
  7. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipelineSetup.asset
  8. 0
      /Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipelineSetup.asset.meta

4
Assets/BasicRenderLoopTutorial/BasicRenderLoop.cs


var settings = new DrawRendererSettings(cull, camera, new ShaderPassName("BasicPass"));
settings.sorting.flags = SortFlags.CommonOpaque;
settings.inputFilter.SetQueuesOpaque();
context.DrawRenderers(ref settings);
context.DrawRenderers(settings);
// Draw skybox
context.DrawSkybox(camera);

settings.inputFilter.SetQueuesTransparent();
context.DrawRenderers(ref settings);
context.DrawRenderers(settings);
context.Submit();
}

4
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs


sorting = { flags = SortFlags.CommonOpaque }
};
settings.inputFilter.SetQueuesOpaque();
renderContext.DrawRenderers(ref settings);
renderContext.DrawRenderers(settings);
}
void RenderTransparentRenderList(CullResults cull, Camera camera, ScriptableRenderContext renderContext, string passName, RendererConfiguration rendererConfiguration = 0)

sorting = { flags = SortFlags.CommonTransparent }
};
settings.inputFilter.SetQueuesTransparent();
renderContext.DrawRenderers(ref settings);
renderContext.DrawRenderers(settings);
}
void RenderDepthPrepass(CullResults cull, Camera camera, ScriptableRenderContext renderContext)

2
Assets/ScriptableRenderLoop/RenderPasses/ShadowRenderPass.cs


commandBuffer.Dispose();
// Render
loop.DrawShadows(ref settings);
loop.DrawShadows(settings);
}
}
}

6
Assets/ScriptableRenderLoop/fptl/FptlLighting.cs


//@TODO: need to get light probes + LPPV too?
settings.inputFilter.SetQueuesOpaque();
settings.rendererConfiguration = RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe;
loop.DrawRenderers(ref settings);
loop.DrawRenderers(settings);
}
void RenderForward(CullResults cull, Camera camera, ScriptableRenderContext loop, bool opaquesOnly)

if (opaquesOnly) settings.inputFilter.SetQueuesOpaque();
else settings.inputFilter.SetQueuesTransparent();
loop.DrawRenderers(ref settings);
loop.DrawRenderers(settings);
}
static void DepthOnlyForForwardOpaques(CullResults cull, Camera camera, ScriptableRenderContext loop)

sorting = { flags = SortFlags.CommonOpaque }
};
settings.inputFilter.SetQueuesOpaque();
loop.DrawRenderers(ref settings);
loop.DrawRenderers(settings);
}
bool usingFptl

2
ProjectSettings/GraphicsSettings.asset


m_FogKeepExp2: 1
m_AlbedoSwatchInfos: []
m_LightsUseLinearIntensity: 1
m_LightsUseCCT: 1
m_LightsUseColorTemperature: 1

9
Assets/TestScenes/HDTest/Leaf.meta


fileFormatVersion: 2
guid: 01cfa4863006ad6499396fb0d4802c7e
folderAsset: yes
timeCreated: 1475755141
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

/Assets/HDRenderPipelineSetup.asset → /Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipelineSetup.asset

/Assets/HDRenderPipelineSetup.asset.meta → /Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipelineSetup.asset.meta

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