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fix some scenes (too many point lights for 4096*4096 lightmap)

/batch_rendering
Arnaud Carre 8 年前
当前提交
bfff24ea
共有 19 个文件被更改,包括 460 次插入14 次删除
  1. 6
      Assets/BasicRenderBatching/BasicRenderBatching.cs
  2. 4
      Assets/BasicRenderBatching/LightingBatchingProxyVolume.meta
  3. 14
      Assets/TestScenes/HDTest/GlobalIlluminationTest/LightingData.asset
  4. 4
      ProjectSettings/EditorBuildSettings.asset
  5. 1
      ProjectSettings/GraphicsSettings.asset
  6. 9
      Assets/TestScenes/HDTest/GraphicTest/Two Sided/Prefabs/Materials.meta
  7. 9
      Assets/TestScenes/HDTest/LayeredLitTest/Mesh/Materials.meta~HEAD
  8. 8
      Assets/TestScenes/HDTest/LayeredLitTest/Mesh/Materials.meta~HEAD.meta
  9. 326
      Assets/BasicRenderBatching/LightingBatchingProxyVolume/LightingData.asset
  10. 9
      Assets/BasicRenderBatching/LightingBatchingProxyVolume/LightingData.asset.meta
  11. 75
      Assets/TestScenes/HDTest/GraphicTest/Two Sided/Prefabs/Materials/GroundLeaf_Albedo.mat
  12. 9
      Assets/TestScenes/HDTest/GraphicTest/Two Sided/Prefabs/Materials/GroundLeaf_Albedo.mat.meta

6
Assets/BasicRenderBatching/BasicRenderBatching.cs


using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityEngine.ScriptableRenderPipeline;
//using UnityEngine.ScriptableRenderPipeline;
// Very basic scriptable rendering loop example:
// - Use with BasicRenderLoopShader.shader (the loop expects "BasicPass" pass type to exist)

var settings = new DrawRendererSettings(cull, camera, new ShaderPassName("BasicPass"));
settings.sorting.flags = SortFlags.CommonOpaque;
settings.inputFilter.SetQueuesOpaque();
context.DrawRenderers(ref settings);
// context.DrawRenderers(ref settings);
// Draw skybox
context.DrawSkybox(camera);

settings.inputFilter.SetQueuesTransparent();
context.DrawRenderers(ref settings);
// context.DrawRenderers(ref settings);
context.Submit();
}

4
Assets/BasicRenderBatching/LightingBatchingProxyVolume.meta


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licenseType: Pro
DefaultImporter:
userData:

14
Assets/TestScenes/HDTest/GlobalIlluminationTest/LightingData.asset
文件差异内容过多而无法显示
查看文件

4
ProjectSettings/EditorBuildSettings.asset


path: Assets/BasicRenderBatching/LightingBatching.unity
- enabled: 0
path: Assets/BasicRenderBatching/LightingBatchingProbe.unity
- enabled: 0
path: Assets/BasicRenderBatching/LightingBatchingProxyVolume.unity
path: Assets/BasicRenderBatching/LightingBatchingProxyVolume.unity
- enabled: 0
path: Assets/BasicRenderBatching/LightingBatchingReflectionProbe.unity

1
ProjectSettings/GraphicsSettings.asset


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m_PreloadedShaders: []
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
type: 0}

9
Assets/TestScenes/HDTest/GraphicTest/Two Sided/Prefabs/Materials.meta


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9
Assets/TestScenes/HDTest/LayeredLitTest/Mesh/Materials.meta~HEAD


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8
Assets/TestScenes/HDTest/LayeredLitTest/Mesh/Materials.meta~HEAD.meta


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326
Assets/BasicRenderBatching/LightingBatchingProxyVolume/LightingData.asset
文件差异内容过多而无法显示
查看文件

9
Assets/BasicRenderBatching/LightingBatchingProxyVolume/LightingData.asset.meta


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75
Assets/TestScenes/HDTest/GraphicTest/Two Sided/Prefabs/Materials/GroundLeaf_Albedo.mat


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m_Name: GroundLeaf_Albedo
m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
m_ShaderKeywords:
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
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m_Offset: {x: 0, y: 0}
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m_Texture: {fileID: 0}
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- _GlossyReflections: 1
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9
Assets/TestScenes/HDTest/GraphicTest/Two Sided/Prefabs/Materials/GroundLeaf_Albedo.mat.meta


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