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Add LightLayer in probes

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RSlysz 6 年前
当前提交
b40f0b0b
共有 4 个文件被更改,包括 10 次插入0 次删除
  1. 2
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/HDProbeUI.Drawers.cs
  2. 1
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/HDProbeUI.Skin.cs
  3. 4
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/SerializedHDProbe.cs
  4. 3
      com.unity.render-pipelines.high-definition/HDRP/Lighting/Reflection/HDProbe.cs

2
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/HDProbeUI.Drawers.cs


protected static void Drawer_SectionCustomSettings(HDProbeUI s, SerializedHDProbe d, Editor o)
{
EditorGUILayout.PropertyField(d.lightLayer, lightLayerContent);
EditorGUILayout.PropertyField(d.weight, weightContent);
EditorGUI.BeginChangeCheck();

1
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/HDProbeUI.Skin.cs


static readonly GUIContent weightContent = CoreEditorUtils.GetContent("Weight|Blend weight applied on this reflection probe. This can be used for fading in or out a reflection probe.");
static readonly GUIContent multiplierContent = CoreEditorUtils.GetContent("Intensity Multiplier|Allows you to boost or dimmer the reflected cubemap. Values above 1 will make reflections brighter and values under 1 will make reflections darker. Using values different than 1 is not physically correct.");
static readonly GUIContent lightLayerContent = CoreEditorUtils.GetContent("Light Layer|Specifies the current light layers that the light affect. Corresponding renderer with the same flags will be lit by this light.");
static readonly GUIContent textureSizeContent = CoreEditorUtils.GetContent("Probe Texture Size (Set By HDRP)");
static readonly GUIContent compressionTextureContent = CoreEditorUtils.GetContent("Probe Compression (Set By HDRP)");

4
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/SerializedHDProbe.cs


internal SerializedFrameSettings frameSettings;
internal SerializedProperty lightLayer;
internal SerializedProperty mode;
internal SerializedProperty refreshMode;

frameSettings = new SerializedFrameSettings(serializedObject.Find((HDProbe p) => p.frameSettings));
lightLayer = serializedObject.Find((HDProbe p) => p.lightLayer);
mode = serializedObject.Find((HDProbe p) => p.mode);
refreshMode = serializedObject.Find((HDProbe p) => p.refreshMode);
}

3
com.unity.render-pipelines.high-definition/HDRP/Lighting/Reflection/HDProbe.cs


RenderTexture m_RealtimeTexture = null;
/// <summary>Light layer to use by this probe.</summary>
public LightLayerEnum lightLayer = LightLayerEnum.LightLayerDefault;
/// <summary>ProxyVolume currently used by this probe.</summary>
public ReflectionProxyVolumeComponent proxyVolume { get { return m_ProxyVolume; } }

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