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30 行
1.4 KiB

using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering.HDPipeline
{
public class SerializedLightLoopSettings
{
public SerializedProperty root;
public SerializedProperty enableTileAndCluster;
public SerializedProperty enableComputeLightEvaluation;
public SerializedProperty enableComputeLightVariants;
public SerializedProperty enableComputeMaterialVariants;
public SerializedProperty enableFptlForForwardOpaque;
public SerializedProperty enableBigTilePrepass;
public SerializedProperty isFptlEnabled;
public SerializedLightLoopSettings(SerializedProperty root)
{
this.root = root;
enableTileAndCluster = root.Find((LightLoopSettings l) => l.enableTileAndCluster);
enableComputeLightEvaluation = root.Find((LightLoopSettings l) => l.enableComputeLightEvaluation);
enableComputeLightVariants = root.Find((LightLoopSettings l) => l.enableComputeLightVariants);
enableComputeMaterialVariants = root.Find((LightLoopSettings l) => l.enableComputeMaterialVariants);
enableFptlForForwardOpaque = root.Find((LightLoopSettings l) => l.enableFptlForForwardOpaque);
enableBigTilePrepass = root.Find((LightLoopSettings l) => l.enableBigTilePrepass);
isFptlEnabled = root.Find((LightLoopSettings l) => l.isFptlEnabled);
}
}
}