浏览代码

Miss one file

/2018.1
sebastienlagarde 7 年前
当前提交
f8faff6d
共有 1 个文件被更改,包括 16 次插入13 次删除
  1. 29
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/ProceduralSkyRenderer.cs

29
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/ProceduralSky/ProceduralSkyRenderer.cs


using UnityEngine.Rendering;
Material m_SkyProceduralMaterial;
Material m_ProceduralSkyMaterial;
MaterialPropertyBlock m_PropertyBlock;
ProceduralSky m_ProceduralSkyParams;

public override void Build()
{
m_SkyProceduralMaterial = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/Sky/SkyProcedural");
var hdrp = GraphicsSettings.renderPipelineAsset as HDRenderPipelineAsset;
m_ProceduralSkyMaterial = CoreUtils.CreateEngineMaterial(hdrp.renderPipelineResources.proceduralSky);
CoreUtils.Destroy(m_SkyProceduralMaterial);
CoreUtils.Destroy(m_ProceduralSkyMaterial);
}
public override void SetRenderTargets(BuiltinSkyParameters builtinParams)

public override void RenderSky(BuiltinSkyParameters builtinParams, bool renderForCubemap)
{
CoreUtils.SetKeyword(m_SkyProceduralMaterial, "_ENABLE_SUN_DISK", m_ProceduralSkyParams.enableSunDisk);
CoreUtils.SetKeyword(m_ProceduralSkyMaterial, "_ENABLE_SUN_DISK", m_ProceduralSkyParams.enableSunDisk);
Color sunColor = Color.white;
Vector3 sunDirection = Vector3.zero;

sunDirection = -builtinParams.sunLight.transform.forward;
}
m_SkyProceduralMaterial.SetVector(HDShaderIDs._SkyParam, new Vector4(m_ProceduralSkyParams.exposure, m_ProceduralSkyParams.multiplier, 0.0f, 0.0f));
m_SkyProceduralMaterial.SetFloat(_SunSizeParam, m_ProceduralSkyParams.sunSize);
m_SkyProceduralMaterial.SetFloat(_SunSizeConvergenceParam, m_ProceduralSkyParams.sunSizeConvergence);
m_SkyProceduralMaterial.SetFloat(_AtmoshpereThicknessParam, m_ProceduralSkyParams.atmosphereThickness);
m_SkyProceduralMaterial.SetColor(_SkyTintParam, m_ProceduralSkyParams.skyTint);
m_SkyProceduralMaterial.SetColor(_GroundColorParam, m_ProceduralSkyParams.groundColor);
m_SkyProceduralMaterial.SetColor(_SunColorParam, sunColor);
m_SkyProceduralMaterial.SetVector(_SunDirectionParam, sunDirection);
m_ProceduralSkyMaterial.SetVector(HDShaderIDs._SkyParam, new Vector4(m_ProceduralSkyParams.exposure, m_ProceduralSkyParams.multiplier, 0.0f, 0.0f));
m_ProceduralSkyMaterial.SetFloat(_SunSizeParam, m_ProceduralSkyParams.sunSize);
m_ProceduralSkyMaterial.SetFloat(_SunSizeConvergenceParam, m_ProceduralSkyParams.sunSizeConvergence);
m_ProceduralSkyMaterial.SetFloat(_AtmoshpereThicknessParam, m_ProceduralSkyParams.atmosphereThickness);
m_ProceduralSkyMaterial.SetColor(_SkyTintParam, m_ProceduralSkyParams.skyTint);
m_ProceduralSkyMaterial.SetColor(_GroundColorParam, m_ProceduralSkyParams.groundColor);
m_ProceduralSkyMaterial.SetColor(_SunColorParam, sunColor);
m_ProceduralSkyMaterial.SetVector(_SunDirectionParam, sunDirection);
CoreUtils.DrawFullScreen(builtinParams.commandBuffer, m_SkyProceduralMaterial, m_PropertyBlock, renderForCubemap ? 0 : 1);
CoreUtils.DrawFullScreen(builtinParams.commandBuffer, m_ProceduralSkyMaterial, m_PropertyBlock, renderForCubemap ? 0 : 1);
}
public override bool IsValid()

正在加载...
取消
保存