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- Fixed procedural sky renderer to use the provided ScreenSize

- Added missing meshes for layered lit test scene.
/main
Julien Ignace 8 年前
当前提交
a06bdec6
共有 3 个文件被更改,包括 134 次插入4 次删除
  1. 7
      Assets/ScriptableRenderLoop/HDRenderLoop/Sky/ProceduralSky/ProceduralSkyRenderer.cs
  2. 48
      Assets/TestScenes/HDTest/LayeredLitTest/Mesh/Plane_NoRot.FBX
  3. 83
      Assets/TestScenes/HDTest/LayeredLitTest/Mesh/Plane_NoRot.FBX.meta

7
Assets/ScriptableRenderLoop/HDRenderLoop/Sky/ProceduralSky/ProceduralSkyRenderer.cs


m_ProceduralSkyMaterial.SetFloat("_WorldMieDensity", -param.worldMieDensity / 100000f);
m_ProceduralSkyMaterial.SetFloat("_HeightMieDensity", -param.heightMieDensity / 100000f);
// TODO : We can't pass the camera in builtinParams because when SkyManager call RenderSky for rendering into a cubemap we don't have an actual Camera.
// Maybe pass the rect/viewport directly?
var pixelRect = Camera.current ? Camera.current.pixelRect
: new Rect(0f, 0f, Screen.width, Screen.height);
//var pixelRect = Camera.current ? Camera.current.pixelRect
// : new Rect(0f, 0f, Screen.width, Screen.height);
var pixelRect = new Rect(0f, 0f, builtinParams.screenSize.x, builtinParams.screenSize.y);
var scale = 1.0f; //(float)(int)occlusionDownscale;
var depthTextureScaledTexelSize = new Vector4(scale / pixelRect.width,
scale / pixelRect.height,

48
Assets/TestScenes/HDTest/LayeredLitTest/Mesh/Plane_NoRot.FBX


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83
Assets/TestScenes/HDTest/LayeredLitTest/Mesh/Plane_NoRot.FBX.meta


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