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public bool enableBigTilePrepass = true; |
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public bool enableDrawLightBoundsDebug = false; |
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public bool enableDrawTileDebug = false; |
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public bool enableReflectionProbeDebug = false; |
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public bool enableComputeLightEvaluation = false; |
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const bool k_UseDepthBuffer = true;// // only has an impact when EnableClustered is true (requires a depth-prepass)
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const bool k_UseAsyncCompute = true; // should not use on mobile
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m_DeferredMaterial.EnableKeyword(bUseClusteredForDeferred ? "USE_CLUSTERED_LIGHTLIST" : "USE_FPTL_LIGHTLIST"); |
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m_DeferredReflectionMaterial.EnableKeyword(bUseClusteredForDeferred ? "USE_CLUSTERED_LIGHTLIST" : "USE_FPTL_LIGHTLIST"); |
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if (enableDrawTileDebug) |
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m_DeferredMaterial.EnableKeyword("ENABLE_DEBUG"); |
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else |
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m_DeferredMaterial.DisableKeyword("ENABLE_DEBUG"); |
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if (enableDrawTileDebug) { |
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m_DeferredMaterial.EnableKeyword ("ENABLE_DEBUG"); |
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} else { |
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m_DeferredMaterial.DisableKeyword ("ENABLE_DEBUG"); |
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} |
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if (enableReflectionProbeDebug) { |
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m_DeferredReflectionMaterial.EnableKeyword ("ENABLE_DEBUG"); |
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} else { |
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m_DeferredReflectionMaterial.DisableKeyword ("ENABLE_DEBUG"); |
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} |
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cmd.SetGlobalBuffer("g_vLightListGlobal", bUseClusteredForDeferred ? s_PerVoxelLightLists : s_LightList); // opaques list (unless MSAA possibly)
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