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} |
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} |
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#endif
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float oldSpecularGlobalDimmer = m_PassSettings.specularGlobalDimmer; |
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// Change some parameters in case of "special" rendering (can be preview, reflection, etc.
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if(camera.cameraType == CameraType.Reflection) |
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{ |
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m_PassSettings.specularGlobalDimmer = 0.0f; |
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} |
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// 1. Count the number of lights and sort all light by category, type and volume
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int directionalLightcount = 0; |
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m_lightCount = m_lightList.lights.Count + m_lightList.envLights.Count; |
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Debug.Assert(m_lightList.bounds.Count == m_lightCount); |
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Debug.Assert(m_lightList.lightVolumes.Count == m_lightCount); |
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// Restore values after "special rendering"
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m_PassSettings.specularGlobalDimmer = oldSpecularGlobalDimmer; |
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} |
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void VoxelLightListGeneration(CommandBuffer cmd, Camera camera, Matrix4x4 projscr, Matrix4x4 invProjscr, RenderTargetIdentifier cameraDepthBufferRT) |
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