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public bool enableSSAO = true; |
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public bool enableSubsurfaceScattering = true; |
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public bool enableTransmission = true; // Caution: this is only for debug, it doesn't save the cost of Transmission execution
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public bool enableVolumetric = true; |
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// Setup by system
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public float diffuseGlobalDimmer = 1.0f; |
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aggregate.enableSSAO = srcFrameSettings.enableSSAO && renderPipelineSettings.supportSSAO; |
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aggregate.enableSubsurfaceScattering = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableSubsurfaceScattering && renderPipelineSettings.supportSubsurfaceScattering; |
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aggregate.enableTransmission = srcFrameSettings.enableTransmission; |
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aggregate.enableVolumetric = srcFrameSettings.enableVolumetric && renderPipelineSettings.supportVolumetric; |
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// TODO: Add support of volumetric in planar reflection
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if (camera.cameraType == CameraType.Reflection) |
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aggregate.enableVolumetric = false; |
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// We have to fall back to forward-only rendering when scene view is using wireframe rendering mode
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// as rendering everything in wireframe + deferred do not play well together
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aggregate.enablePostprocess = false; |
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aggregate.enableStereo = false; |
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aggregate.enableShadowMask = false; |
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aggregate.enableVolumetric = false; |
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} |
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LightLoopSettings.InitializeLightLoopSettings(camera, aggregate, renderPipelineSettings, srcFrameSettings, ref aggregate.lightLoopSettings); |
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