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Debug option to disable stereo paths

/main
Robert Srinivasiah 7 年前
当前提交
d71a9b3a
共有 2 个文件被更改,包括 4 次插入0 次删除
  1. 2
      ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs

2
ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugDisplay.cs


DebugMenuManager.instance.AddDebugItem<bool>("Rendering", "Enable Atmospheric Scattering",() => renderingDebugSettings.enableAtmosphericScattering, (value) => renderingDebugSettings.enableAtmosphericScattering = (bool)value);
DebugMenuManager.instance.AddDebugItem<bool>("Rendering", "Enable Distortion",() => renderingDebugSettings.enableDistortion, (value) => renderingDebugSettings.enableDistortion = (bool)value);
DebugMenuManager.instance.AddDebugItem<bool>("Rendering", "Enable Subsurface Scattering",() => renderingDebugSettings.enableSSSAndTransmission, (value) => renderingDebugSettings.enableSSSAndTransmission = (bool)value);
DebugMenuManager.instance.AddDebugItem<bool>("Rendering", "Enable Stereo Rendering",() => renderingDebugSettings.allowStereo, (value) => renderingDebugSettings.allowStereo = (bool)value);
DebugMenuManager.instance.AddDebugItem<int>("Rendering", kFullScreenDebugMode, () => (int)fullScreenDebugMode, (value) => fullScreenDebugMode = (FullScreenDebugMode)value, DebugItemFlag.None, new DebugItemHandlerIntEnum(DebugDisplaySettings.renderingFullScreenDebugStrings, DebugDisplaySettings.renderingFullScreenDebugValues));
}

public bool enableGaussianPyramid = true;
public bool enableSSSAndTransmission = true;
public bool enableAtmosphericScattering = true;
public bool allowStereo = true;
}
public enum ShadowMapDebugMode

2
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


m_FrameCount = Time.frameCount;
}
var stereoEnabled = UnityEngine.XR.XRSettings.isDeviceActive && m_CurrentDebugDisplaySettings.renderingDebugSettings.enableStereoRendering;
foreach (var camera in cameras)
{
// This is the main command buffer used for the frame.

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