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Add volumetric bool

/main
sebastienlagarde 6 年前
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f9636448
共有 4 个文件被更改,包括 11 次插入0 次删除
  1. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/RenderPipelineSettingsUI.cs
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedRenderPipelineSettings.cs
  3. 7
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs
  4. 1
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/RenderPipelineSettings.cs

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/RenderPipelineSettingsUI.cs


EditorGUILayout.PropertyField(d.supportMotionVectors, _.GetContent("Support Motion Vectors"));
EditorGUILayout.PropertyField(d.supportStereo, _.GetContent("Support Stereo Rendering"));
EditorGUILayout.PropertyField(d.enableUltraQualitySSS, _.GetContent("Increase SSS Sample Count"));
EditorGUILayout.PropertyField(d.supportVolumetric, _.GetContent("Support volumetric"));
--EditorGUI.indentLevel;
}
}

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/RenderLoopSettings/SerializedRenderPipelineSettings.cs


public SerializedProperty supportMotionVectors;
public SerializedProperty supportStereo;
public SerializedProperty enableUltraQualitySSS;
public SerializedProperty supportVolumetric;
public SerializedGlobalLightLoopSettings lightLoopSettings;
public SerializedShadowInitParameters shadowInitParams;

supportMotionVectors = root.Find((RenderPipelineSettings s) => s.supportMotionVectors);
supportStereo = root.Find((RenderPipelineSettings s) => s.supportStereo);
enableUltraQualitySSS = root.Find((RenderPipelineSettings s) => s.enableUltraQualitySSS);
supportVolumetric = root.Find((RenderPipelineSettings s) => s.supportVolumetric);
lightLoopSettings = new SerializedGlobalLightLoopSettings(root.Find((RenderPipelineSettings s) => s.lightLoopSettings));
shadowInitParams = new SerializedShadowInitParameters(root.Find((RenderPipelineSettings s) => s.shadowInitParams));

7
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/FrameSettings.cs


public bool enableSSAO = true;
public bool enableSubsurfaceScattering = true;
public bool enableTransmission = true; // Caution: this is only for debug, it doesn't save the cost of Transmission execution
public bool enableVolumetric = true;
// Setup by system
public float diffuseGlobalDimmer = 1.0f;

aggregate.enableSSAO = srcFrameSettings.enableSSAO && renderPipelineSettings.supportSSAO;
aggregate.enableSubsurfaceScattering = camera.cameraType != CameraType.Reflection && srcFrameSettings.enableSubsurfaceScattering && renderPipelineSettings.supportSubsurfaceScattering;
aggregate.enableTransmission = srcFrameSettings.enableTransmission;
aggregate.enableVolumetric = srcFrameSettings.enableVolumetric && renderPipelineSettings.supportVolumetric;
// TODO: Add support of volumetric in planar reflection
if (camera.cameraType == CameraType.Reflection)
aggregate.enableVolumetric = false;
// We have to fall back to forward-only rendering when scene view is using wireframe rendering mode
// as rendering everything in wireframe + deferred do not play well together

aggregate.enablePostprocess = false;
aggregate.enableStereo = false;
aggregate.enableShadowMask = false;
aggregate.enableVolumetric = false;
}
LightLoopSettings.InitializeLightLoopSettings(camera, aggregate, renderPipelineSettings, srcFrameSettings, ref aggregate.lightLoopSettings);

1
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipeline/RenderPipelineSettings.cs


public bool supportSubsurfaceScattering = true;
public bool supportForwardOnly = false;
public bool enableUltraQualitySSS = false;
public bool supportVolumetric = true;
// Engine
public bool supportDBuffer = false;

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