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Merge branch 'master' into Branch_DebugShadows

# Conflicts:
#	Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs
/main
Julien Ignace 8 年前
当前提交
9410e16d
共有 3 个文件被更改,包括 26 次插入25 次删除
  1. 2
      Assets/ScriptableRenderLoop/AdditionalLightData.cs
  2. 2
      Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.asset
  3. 47
      Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs

2
Assets/ScriptableRenderLoop/AdditionalLightData.cs


}
[Range(0.0F, 100.0F)]
private float m_innerSpotPercent = 0.0F;
public float m_innerSpotPercent = 0.0f; // To display this field in the UI this need to be public
public float GetInnerSpotPercent01()
{

2
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.asset


displayShadowDebug: 1
shadowDebugParameters:
enableShadows: 1
visualizationMode: 2
visualizationMode: 0
visualizeShadowMapIndex: 0
m_ShadowSettings:
enabled: 1

47
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs


public CommonSettings.Settings commonSettingsToUse
{
get
{
{
if (CommonSettingsSingleton.overrideSettings)
return CommonSettingsSingleton.overrideSettings.settings;

// Debugging
public GlobalDebugParameters globalDebugParameters = new GlobalDebugParameters();
readonly DebugParameters m_DebugParameters = new DebugParameters();
readonly DebugParameters m_DebugParameters = new DebugParameters();
public DebugParameters debugParameters
{

m_SssParameters.profiles[0].lerpWeight = commonSettings.sssProfileLerpWeight;
m_SssParameters.bilateralScale = commonSettings.sssBilateralScale;
}
}
}
public struct HDCamera
{
public Camera camera;
public Vector4 screenSize;
public Matrix4x4 viewProjectionMatrix;
public Matrix4x4 invViewProjectionMatrix;
public struct HDCamera
{
public Camera camera;
public Vector4 screenSize;
public Matrix4x4 viewProjectionMatrix;
public Matrix4x4 invViewProjectionMatrix;
}
public class GBufferManager

}
public class HDRenderPipelineInstance : RenderPipeline
{
{
private readonly HDRenderPipeline m_Owner;
// TODO: Find a way to automatically create/iterate through deferred material

{
m_Owner = owner;
m_CameraColorBuffer = Shader.PropertyToID("_CameraColorTexture");
m_CameraColorBuffer = Shader.PropertyToID("_CameraColorTexture");
m_CameraColorBufferRT = new RenderTargetIdentifier(m_CameraColorBuffer);
m_CameraColorBufferRT = new RenderTargetIdentifier(m_CameraColorBuffer);
m_CameraSubsurfaceBufferRT = new RenderTargetIdentifier(m_CameraSubsurfaceBuffer);
m_CameraFilteringBufferRT = new RenderTargetIdentifier(m_CameraFilteringBuffer);
m_CameraDepthStencilBufferRT = new RenderTargetIdentifier(m_CameraDepthStencilBuffer);

return;
if (camera.pixelWidth != m_CurrentWidth || camera.pixelHeight != m_CurrentHeight || m_LightLoop.NeedResize())
{
{
if (m_CurrentWidth > 0 && m_CurrentHeight > 0)
{
m_LightLoop.ReleaseResolutionDependentBuffers();

Shader.SetGlobalInt("_EnvLightSkyEnabled", 1);
}
else
{
{
}
}
var cmd = new CommandBuffer {name = "Push Global Parameters"};

renderContext.ExecuteCommandBuffer(cmd);
cmd.Dispose();
renderContext.ExecuteCommandBuffer(cmd);
cmd.Dispose();
}
}
public override void Render(ScriptableRenderContext renderContext, Camera[] cameras)
{

// 'm_CameraStencilBufferRT' is a temporary copy of the stencil buffer and should be removed
// once we are able to read from the depth buffer and perform the stencil test simultaneously.
using (new Utilities.ProfilingSample("Copy depth-stencil buffer", renderContext))
{
{
}
}
return;
else
{
using (new Utilities.ProfilingSample("Shadow Pass", renderContext))
{
m_ShadowPass.Render(renderContext, cullResults, out m_ShadowsResult);

RenderDistortion(cullResults, camera, renderContext);
FinalPass(camera, renderContext);
}
RenderDebugOverlay(camera, renderContext);

{
m_SkyManager.RenderSky(hdCamera, m_LightLoop == null ? null : m_LightLoop.GetCurrentSunLight(), m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, renderContext);
}
void RenderForward(CullResults cullResults, Camera camera, ScriptableRenderContext renderContext, bool renderOpaque)
{
// TODO: Currently we can't render opaque object forward when deferred is enabled

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