namespace UnityEngine.Experimental.Rendering.HDPipeline
{
class ShadowSetup : IDisposable
{
// shadow related stuff
return false ;
// Discard light if disabled in debug display settings
if ( ( ( ( int ) debugDisplaySettings . lightingDebugSettings . showLight > > ( int ) GPULightType . Directional ) & 1 ) = = 0 )
if ( ! debugDisplaySettings . lightingDebugSettings . showDirectionalLight )
return false ;
directionalLightData . lightLayers = additionalData . GetLightLayers ( ) ;
bool applyRangeAttenuation = additionalLightData . applyRangeAttenuation & & ( gpuLightType ! = GPULightType . ProjectorBox ) ;
// Discard light if disabled in debug display settings
if ( ( ( ( int ) debugDisplaySettings . lightingDebugSettings . showLight > > ( int ) lightData . lightType ) & 1 ) = = 0 )
return false ;
if ( lightData . lightType . IsAreaLight ( ) )
{
if ( ! debugDisplaySettings . lightingDebugSettings . showAreaLight )
return false ;
}
else
{
if ( ! debugDisplaySettings . lightingDebugSettings . showPunctualLight )
return false ;
}
// In the shader we do range remapping: (x - start) / (end - start) = (dist^2 * rangeAttenuationScale + rangeAttenuationBias)
if ( applyRangeAttenuation )
}
}
public bool GetEnvLightData ( CommandBuffer cmd , Camera camera , ProbeWrapper probe )
public bool GetEnvLightData ( CommandBuffer cmd , Camera camera , ProbeWrapper probe , DebugDisplaySettings debugDisplaySettings )
return false ;
// Discard probe if disabled in debug menu
if ( ! debugDisplaySettings . lightingDebugSettings . showReflectionProbe )
return false ;
var capturePosition = Vector3 . zero ;
var probeWrapper = ProbeWrapper . Wrap ( probe , planarProbe ) ;
if ( GetEnvLightData ( cmd , camera , probeWrapper ) )
if ( GetEnvLightData ( cmd , camera , probeWrapper , debugDisplaySettings ) )
{
GetEnvLightVolumeDataAndBound ( probeWrapper , lightVolumeType , worldToView ) ;
if ( stereoEnabled )