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Merge pull request #255 from Unity-Technologies/ux

Ux
/Branch_Batching2
GitHub 7 年前
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b3bacd83
共有 5 个文件被更改,包括 63 次插入34 次删除
  1. 13
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendPipelineAssetInspector.cs
  2. 5
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.asset
  3. 47
      Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.cs
  4. 12
      Assets/ScriptableRenderPipeline/core/RenderPipeline.cs.meta
  5. 20
      Assets/ScriptableRenderPipeline/core/RenderPipeline.cs

13
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/Editor/LowendPipelineAssetInspector.cs


{
public static GUIContent renderingLabel = new GUIContent("Rendering");
public static GUIContent shadowLabel = new GUIContent("Shadows");
public static GUIContent defaults = new GUIContent("Defaults");
public static GUIContent maxPixelLights = new GUIContent("Max per-pixel lights supported",
"Amount of dynamic lights processed in fragment shader. More than 1 per-pixel light is not recommended.");

"Number of cascades for directional shadows");
public static GUIContent shadowCascadeSplit = new GUIContent("Shadow Cascade Split",
"Percentages to split shadow volume");
"Percentages to split shadow volume");
public static GUIContent defaultDiffuseMaterial = new GUIContent("Default Diffuse Material",
"Material to use when creating objects");
}
private SerializedProperty m_MaxPixelLights;

private SerializedProperty m_ShadowCascadesProp;
private SerializedProperty m_ShadowCascade2SplitProp;
private SerializedProperty m_ShadowCascade4SplitProp;
private SerializedProperty m_DefaultDiffuseMaterial;
void OnEnable()
{

m_ShadowCascadesProp = serializedObject.FindProperty("m_ShadowCascades");
m_ShadowCascade2SplitProp = serializedObject.FindProperty("m_Cascade2Split");
m_ShadowCascade4SplitProp = serializedObject.FindProperty("m_Cascade4Split");
m_DefaultDiffuseMaterial = serializedObject.FindProperty("m_DefaultDiffuseMaterial");
}
public override void OnInspectorGUI()

EditorGUILayout.PropertyField(m_ShadowCascade2SplitProp, Styles.shadowCascadeSplit);
}
EditorGUI.indentLevel--;
EditorGUILayout.LabelField(Styles.defaults, EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_DefaultDiffuseMaterial, Styles.defaultDiffuseMaterial);
EditorGUI.indentLevel--;
serializedObject.ApplyModifiedProperties();

5
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.asset


m_ShadowAtlasResolution: 1024
m_ShadowNearPlaneOffset: 2
m_ShadowDistance: 50
m_ShadowBias: 0.05
m_MinShadowNormalBias: 0.0005
m_ShadowNormalBias: 0.05
m_DefaultDiffuseMaterial: {fileID: 2100000, guid: 654f7c5a4dd5d4d139a072ab9b5c5738,
type: 2}

47
Assets/ScriptableRenderPipeline/LowEndMobilePipeline/LowEndMobilePipelineAsset.cs


[SerializeField] private Vector3 m_Cascade4Split = new Vector3(0.067f, 0.2f, 0.467f);
[SerializeField] private Material m_DefaultDiffuseMaterial;
public int MaxSupportedPixelLights
{
get { return m_MaxPixelLights; }

private set { m_Cascade4Split = value; }
}
public Material DefaultDiffuseMaterial
{
get { return m_DefaultDiffuseMaterial; }
private set { m_DefaultDiffuseMaterial = value; }
}
public override Material GetDefaultMaterial()
{
return m_DefaultDiffuseMaterial;
}
public override Material GetDefaultParticleMaterial()
{
return m_DefaultDiffuseMaterial;
}
public override Material GetDefaultLineMaterial()
{
return m_DefaultDiffuseMaterial;
}
public override Material GetDefaultTerrainMaterial()
{
return m_DefaultDiffuseMaterial;
}
public override Material GetDefaultUIMaterial()
{
return m_DefaultDiffuseMaterial;
}
public override Material GetDefaultUIOverdrawMaterial()
{
return m_DefaultDiffuseMaterial;
}
public override Material GetDefaultUIETC1SupportedMaterial()
{
return m_DefaultDiffuseMaterial;
}
public override Material GetDefault2DMaterial()
{
return m_DefaultDiffuseMaterial;
}
}
}

12
Assets/ScriptableRenderPipeline/core/RenderPipeline.cs.meta


fileFormatVersion: 2
guid: 841216767fdff24409a31bd55d2f6f72
timeCreated: 1483005410
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

20
Assets/ScriptableRenderPipeline/core/RenderPipeline.cs


using System;
namespace UnityEngine.Experimental.Rendering
{
public abstract class RenderPipeline : IRenderPipeline
{
public virtual void Render(ScriptableRenderContext renderContext, Camera[] cameras)
{
if (disposed)
throw new ObjectDisposedException(string.Format("{0} has been disposed. Do not call Render on disposed RenderLoops.", this));
}
public bool disposed { get; private set; }
public virtual void Dispose()
{
disposed = true;
}
}
}
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