浏览代码
- Added new Global and Frame settings to start refactoring them.
- Added new Global and Frame settings to start refactoring them.
- Removed Specular/Diffuse global dimmer from serialized global setting and put them in per frame lightingSettings instead./Add-support-for-light-specular-color-tint
Julien Ignace
7 年前
当前提交
a7fec507
共有 12 个文件被更改,包括 130 次插入 和 75 次删除
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14ScriptableRenderPipeline/Core/TextureCache.cs
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1ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.Styles.cs
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17ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
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45ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
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13ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset
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3ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.asset.meta
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9ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.cs
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29ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
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14ScriptableRenderPipeline/HDRenderPipeline/FrameSettings.cs
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11ScriptableRenderPipeline/HDRenderPipeline/FrameSettings.cs.meta
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38ScriptableRenderPipeline/HDRenderPipeline/GlobalSettings.cs
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11ScriptableRenderPipeline/HDRenderPipeline/GlobalSettings.cs.meta
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timeCreated: 1496931629 |
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licenseType: Pro |
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externalObjects: {} |
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mainObjectFileID: 11400000 |
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using System; |
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namespace UnityEngine.Experimental.Rendering.HDPipeline |
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{ |
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// The settings here are per frame settings. They can be changed by the renderer based on its need each frame.
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public class LightingSettings |
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{ |
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public float diffuseGlobalDimmer = 1.0f; |
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public float specularGlobalDimmer = 1.0f; |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 2fc90a1ac27c42f40bf2c56b45b4d374 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using System; |
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namespace UnityEngine.Experimental.Rendering.HDPipeline |
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{ |
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// All the structures here represent global engine settings.
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// It means that they are supposed to be setup once and not changed during the game.
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// All of these will be serialized in the HDRenderPipelineInstance used for the project.
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[Serializable] |
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public class GlobalTextureSettings |
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{ |
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public const int kHDDefaultSpotCookieSize = 128; |
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public const int kHDDefaultPointCookieSize = 512; |
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public const int kHDDefaultReflectionCubemapSize = 128; |
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public int spotCookieSize = kHDDefaultSpotCookieSize; |
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public int pointCookieSize = kHDDefaultPointCookieSize; |
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public int reflectionCubemapSize = kHDDefaultReflectionCubemapSize; |
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public bool reflectionCacheCompressed = false; |
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} |
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[Serializable] |
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public class GlobalRenderingSettings |
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{ |
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public bool useForwardRenderingOnly; // TODO: Currently there is no way to strip the extra forward shaders generated by the shaders compiler, so we can switch dynamically.
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public bool useDepthPrepassWithDeferredRendering; |
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public bool renderAlphaTestOnlyInDeferredPrepass; |
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// We have to fall back to forward-only rendering when scene view is using wireframe rendering mode --
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// as rendering everything in wireframe + deferred do not play well together
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public bool ShouldUseForwardRenderingOnly() |
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{ |
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return useForwardRenderingOnly || GL.wireframe; |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 0e59d5f3fb6a6744dbb195534816c029 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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