浏览代码

Cleanup code and reset HDRP asset to default

/main
Antoine Lelievre 7 年前
当前提交
cc5c2a31
共有 2 个文件被更改,包括 28 次插入28 次删除
  1. 2
      com.unity.render-pipelines.high-definition/HDRP/HDRenderPipelineAsset.asset
  2. 54
      com.unity.render-pipelines.high-definition/HDRP/Lighting/Light/HDAdditionalLightData.cs

2
com.unity.render-pipelines.high-definition/HDRP/HDRenderPipelineAsset.asset


enableVolumetric: 1
diffuseGlobalDimmer: 1
specularGlobalDimmer: 1
enableForwardRenderingOnly: 1
enableForwardRenderingOnly: 0
enableDepthPrepassWithDeferredRendering: 0
enableTransparentPrepass: 1
enableMotionVectors: 1

54
com.unity.render-pipelines.high-definition/HDRP/Lighting/Light/HDAdditionalLightData.cs


using UnityEditor.Experimental.Rendering.HDPipeline;
#endif
using UnityEngine.Serialization;
using System.Reflection;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{

public bool showAdditionalSettings = false;
public float displayLightIntensity;
// When true, a mesh will be display to represent the area light (Can only be change in editor, component is added in Editor)
public bool displayAreaLightEmissiveMesh = false;
// Duplication of HDLightEditor.k_MinAreaWidth, maybe do something about that
const float k_MinAreaWidth = 0.01f; // Provide a small size of 1cm for line light

}
}
// Given a correlated color temperature (in Kelvin), estimate the RGB equivalent. Curve fit error is max 0.008.
Color CorrelatedColorTemperatureToRGB(float temperature)
{
float r, g, b;
// Temperature must fall between 1000 and 40000 degrees
// The fitting require to divide kelvin by 1000 (allow more precision)
float kelvin = Mathf.Clamp(temperature, 1000.0f, 40000.0f) / 1000.0f;
float kelvin2 = kelvin * kelvin;
// Using 6570 as a pivot is an approximation, pivot point for red is around 6580 and for blue and green around 6560.
// Calculate each color in turn (Note, clamp is not really necessary as all value belongs to [0..1] but can help for extremum).
// Red
r = kelvin < 6.570f ? 1.0f : Mathf.Clamp((1.35651f + 0.216422f * kelvin + 0.000633715f * kelvin2) / (-3.24223f + 0.918711f * kelvin), 0.0f, 1.0f);
// Green
g = kelvin < 6.570f ?
Mathf.Clamp((-399.809f + 414.271f * kelvin + 111.543f * kelvin2) / (2779.24f + 164.143f * kelvin + 84.7356f * kelvin2), 0.0f, 1.0f) :
Mathf.Clamp((1370.38f + 734.616f * kelvin + 0.689955f * kelvin2) / (-4625.69f + 1699.87f * kelvin), 0.0f, 1.0f);
//Blue
b = kelvin > 6.570f ? 1.0f : Mathf.Clamp((348.963f - 523.53f * kelvin + 183.62f * kelvin2) / (2848.82f - 214.52f * kelvin + 78.8614f * kelvin2), 0.0f, 1.0f);
return new Color(r, g, b, 1.0f);
}
// When true, a mesh will be display to represent the area light (Can only be change in editor, component is added in Editor)
public bool displayAreaLightEmissiveMesh = false;
#if UNITY_EDITOR

emissiveMeshRenderer.sharedMaterial.SetColor("_EmissiveColor", m_Light.color.linear * areaLightIntensity * CorrelatedColorTemperatureToRGB(m_Light.colorTemperature));
else
emissiveMeshRenderer.sharedMaterial.SetColor("_EmissiveColor", m_Light.color.linear * areaLightIntensity);
}
// Given a correlated color temperature (in Kelvin), estimate the RGB equivalent. Curve fit error is max 0.008.
Color CorrelatedColorTemperatureToRGB(float temperature)
{
float r, g, b;
// Temperature must fall between 1000 and 40000 degrees
// The fitting require to divide kelvin by 1000 (allow more precision)
float kelvin = Mathf.Clamp(temperature, 1000.0f, 40000.0f) / 1000.0f;
float kelvin2 = kelvin * kelvin;
// Using 6570 as a pivot is an approximation, pivot point for red is around 6580 and for blue and green around 6560.
// Calculate each color in turn (Note, clamp is not really necessary as all value belongs to [0..1] but can help for extremum).
// Red
r = kelvin < 6.570f ? 1.0f : Mathf.Clamp((1.35651f + 0.216422f * kelvin + 0.000633715f * kelvin2) / (-3.24223f + 0.918711f * kelvin), 0.0f, 1.0f);
// Green
g = kelvin < 6.570f ?
Mathf.Clamp((-399.809f + 414.271f * kelvin + 111.543f * kelvin2) / (2779.24f + 164.143f * kelvin + 84.7356f * kelvin2), 0.0f, 1.0f) :
Mathf.Clamp((1370.38f + 734.616f * kelvin + 0.689955f * kelvin2) / (-4625.69f + 1699.87f * kelvin), 0.0f, 1.0f);
//Blue
b = kelvin > 6.570f ? 1.0f : Mathf.Clamp((348.963f - 523.53f * kelvin + 183.62f * kelvin2) / (2848.82f - 214.52f * kelvin + 78.8614f * kelvin2), 0.0f, 1.0f);
return new Color(r, g, b, 1.0f);
}
#endif

正在加载...
取消
保存