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aggregate.enableMSAA = srcFrameSettings.enableMSAA && renderPipelineSettings.supportMSAA; |
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if (QualitySettings.antiAliasing < 1) |
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aggregate.enableMSAA = false; |
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if (aggregate.enableMSAA) |
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aggregate.ConfigureMSAADependentSettings(); |
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aggregate.enableShadowMask = srcFrameSettings.enableShadowMask && renderPipelineSettings.supportShadowMask; |
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LightLoopSettings.InitializeLightLoopSettings(camera, aggregate, renderPipelineSettings, srcFrameSettings, ref aggregate.lightLoopSettings); |
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} |
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public void ConfigureMSAADependentSettings() |
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{ |
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if (enableMSAA) |
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aggregate.enableForwardRenderingOnly = true; |
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enableForwardRenderingOnly = true; |
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aggregate.enableMotionVectors = false; |
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enableMotionVectors = false; |
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// The work will be implemented piecemeal to support all passes
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aggregate.enableDBuffer = false; // no decals
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aggregate.enableDistortion = false; // no gaussian final color
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aggregate.enablePostprocess = false; |
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aggregate.enableRoughRefraction = false; // no gaussian pre-refraction
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aggregate.enableSSAO = false; |
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aggregate.enableSSR = false; |
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aggregate.enableSubsurfaceScattering = false; |
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aggregate.enableTransparentObjects = false; // trying to skip the depth pyramid
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// I also want to disable the deferred directional shadow to start
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// TODO: The work will be implemented piecemeal to support all passes
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enableDBuffer = false; // no decals
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enableDistortion = false; // no gaussian final color
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enablePostprocess = false; |
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enableRoughRefraction = false; // no gaussian pre-refraction
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enableSSAO = false; |
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enableSSR = false; |
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enableSubsurfaceScattering = false; |
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enableTransparentObjects = false; // waiting on depth pyramid generation
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aggregate.enableShadowMask = srcFrameSettings.enableShadowMask && renderPipelineSettings.supportShadowMask; |
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LightLoopSettings.InitializeLightLoopSettings(camera, aggregate, renderPipelineSettings, srcFrameSettings, ref aggregate.lightLoopSettings); |
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} |
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static public void RegisterDebug(String menuName, FrameSettings frameSettings) |
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