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Remove 's' in SupportsXXX

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sebastienlagarde 7 年前
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a640342d
共有 6 个文件被更改,包括 20 次插入20 次删除
  1. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/RenderPipelineSettingsUI.cs
  2. 12
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedRenderPipelineSettings.cs
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  4. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs
  5. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs
  6. 10
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/RenderPipelineSettings.cs

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/RenderPipelineSettingsUI.cs


EditorGUILayout.PropertyField(d.supportMSAAAntiAliasing, _.GetContent("Support MSAA Anti-Aliasing"));
EditorGUILayout.PropertyField(d.MSAASampleCount, _.GetContent("MSAA Sample Count"));
EditorGUILayout.PropertyField(d.supportSubsurfaceScattering, _.GetContent("Support Subsurface Scattering"));
EditorGUILayout.PropertyField(d.supportsForwardOnly, _.GetContent("Support Forward Only"));
EditorGUILayout.PropertyField(d.supportsMotionVectors, _.GetContent("Support Motion Vectors"));
EditorGUILayout.PropertyField(d.supportsStereo, _.GetContent("Support Stereo Rendering"));
EditorGUILayout.PropertyField(d.supportForwardOnly, _.GetContent("Support Forward Only"));
EditorGUILayout.PropertyField(d.supportMotionVectors, _.GetContent("Support Motion Vectors"));
EditorGUILayout.PropertyField(d.supportStereo, _.GetContent("Support Stereo Rendering"));
--EditorGUI.indentLevel;
}
}

12
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedRenderPipelineSettings.cs


public SerializedProperty supportMSAAAntiAliasing;
public SerializedProperty MSAASampleCount;
public SerializedProperty supportSubsurfaceScattering;
public SerializedProperty supportsForwardOnly;
public SerializedProperty supportsMotionVectors;
public SerializedProperty supportsStereo;
public SerializedProperty supportForwardOnly;
public SerializedProperty supportMotionVectors;
public SerializedProperty supportStereo;
public SerializedGlobalLightLoopSettings lightLoopSettings;
public SerializedShadowInitParameters shadowInitParams;

supportMSAAAntiAliasing = root.Find((RenderPipelineSettings s) => s.supportMSAAAntiAliasing);
MSAASampleCount = root.Find((RenderPipelineSettings s) => s.msaaSampleCount);
supportSubsurfaceScattering = root.Find((RenderPipelineSettings s) => s.supportSubsurfaceScattering);
supportsForwardOnly = root.Find((RenderPipelineSettings s) => s.supportsForwardOnly);
supportsMotionVectors = root.Find((RenderPipelineSettings s) => s.supportsMotionVectors);
supportsStereo = root.Find((RenderPipelineSettings s) => s.supportsStereo);
supportForwardOnly = root.Find((RenderPipelineSettings s) => s.supportForwardOnly);
supportMotionVectors = root.Find((RenderPipelineSettings s) => s.supportMotionVectors);
supportStereo = root.Find((RenderPipelineSettings s) => s.supportStereo);
lightLoopSettings = new SerializedGlobalLightLoopSettings(root.Find((RenderPipelineSettings s) => s.lightLoopSettings));
shadowInitParams = new SerializedShadowInitParameters(root.Find((RenderPipelineSettings s) => s.shadowInitParams));

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


m_AmbientOcclusionBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Bilinear, colorFormat: RenderTextureFormat.R8, sRGB: false, enableRandomWrite: true);
}
if (m_Asset.renderPipelineSettings.supportsMotionVectors)
if (m_Asset.renderPipelineSettings.supportMotionVectors)
{
m_VelocityBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: Builtin.GetVelocityBufferFormat(), sRGB: Builtin.GetVelocityBuffer_sRGBFlag(), enableMSAA: true);
}

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs


public void InitSSSBuffers(GBufferManager gbufferManager, RenderPipelineSettings settings)
{
// TODO: For MSAA, at least initially, we can only support Jimenez, because we can't create MSAA + UAV render targets.
if (settings.supportsForwardOnly)
if (settings.supportForwardOnly)
{
// In case of full forward we must allocate the render target for forward SSS (or reuse one already existing)
// TODO: Provide a way to reuse a render target

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs


// We have to fall back to forward-only rendering when scene view is using wireframe rendering mode
// as rendering everything in wireframe + deferred do not play well together
aggregate.enableForwardRenderingOnly = srcFrameSettings.enableForwardRenderingOnly || GL.wireframe || renderPipelineSettings.supportsForwardOnly;
aggregate.enableForwardRenderingOnly = srcFrameSettings.enableForwardRenderingOnly || GL.wireframe || renderPipelineSettings.supportForwardOnly;
aggregate.enableMotionVectors = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableMotionVectors && renderPipelineSettings.supportsMotionVectors;
aggregate.enableObjectMotionVectors = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableObjectMotionVectors && renderPipelineSettings.supportsMotionVectors;
aggregate.enableMotionVectors = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableMotionVectors && renderPipelineSettings.supportMotionVectors;
aggregate.enableObjectMotionVectors = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableObjectMotionVectors && renderPipelineSettings.supportMotionVectors;
aggregate.enableDBuffer = srcFrameSettings.enableDBuffer && renderPipelineSettings.supportDBuffer;
aggregate.enableAtmosphericScattering = srcFrameSettings.enableAtmosphericScattering;
aggregate.enableRoughRefraction = srcFrameSettings.enableRoughRefraction;

// Planar and real time cubemap doesn't need post process and render in FP16
aggregate.enablePostprocess = camera.cameraType != CameraType.Reflection && srcFrameSettings.enablePostprocess;
aggregate.enableStereo = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableStereo && XRSettings.isDeviceActive && (camera.stereoTargetEye == StereoTargetEyeMask.Both) && renderPipelineSettings.supportsStereo;
aggregate.enableStereo = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableStereo && XRSettings.isDeviceActive && (camera.stereoTargetEye == StereoTargetEyeMask.Both) && renderPipelineSettings.supportStereo;
// Force forward if we request stereo. TODO: We should not enforce that, users should be able to chose deferred
aggregate.enableForwardRenderingOnly = aggregate.enableForwardRenderingOnly || aggregate.enableStereo;

10
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/RenderPipelineSettings.cs


public bool supportSSR = true;
public bool supportSSAO = true;
public bool supportSubsurfaceScattering = true;
public bool supportsForwardOnly = false;
public bool supportForwardOnly = false;
public bool supportDBuffer = false;
public bool supportDBuffer = false;
public MSAASamples msaaSampleCount = MSAASamples.None;
public bool supportsMotionVectors = true;
public bool supportsStereo = false;
public MSAASamples msaaSampleCount = MSAASamples.None;
public bool supportMotionVectors = true;
public bool supportStereo = false;
public GlobalLightLoopSettings lightLoopSettings = new GlobalLightLoopSettings();
public ShadowInitParameters shadowInitParams = new ShadowInitParameters();

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