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Filip Iliescu 7 年前
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共有 1 个文件被更改,包括 4 次插入1 次删除
  1. 5
      Assets/ScriptableRenderPipeline/MobileRenderPipeline/OnTileDeferredRenderPipeline.cs

5
Assets/ScriptableRenderPipeline/MobileRenderPipeline/OnTileDeferredRenderPipeline.cs


var probes = cullResults.visibleReflectionProbes;
var worldToView = camera.worldToCameraMatrix; //WorldToCamera(camera);
// matches builtin deferred
float nearDistanceFudged = camera.nearClipPlane * 1.001f;
float farDistanceFudged = camera.farClipPlane * 0.999f;
var viewDir = camera.cameraToWorldMatrix.GetColumn(2);

var min = rl.bounds.min;
var max = rl.bounds.max;
// TODO: (cleanup) dont use builtins like unity_SpecCube0
cmd.SetGlobalTexture("unity_SpecCube0", cubemap);
cmd.SetGlobalVector("unity_SpecCube0_HDR", rl.probe.textureHDRDecodeValues);
cmd.SetGlobalVector ("unity_SpecCube0_BoxMin", min);

}
// draw the base probe
// TODO: cleanup, dont use builtins like unity_SpecCube0
// TODO: (cleanup) dont use builtins like unity_SpecCube0
{
var props = new MaterialPropertyBlock ();
props.SetFloat ("_LightAsQuad", 1.0f);

var lightData = new SFiniteLightData[probeCount];
int idx = 0;
// TODO: (cleanup) unify reflection probe setup with deferred
for (int i = 0; i < probeCount; ++i) {
var rl = cull.visibleReflectionProbes [i];

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