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145 行
3.9 KiB
145 行
3.9 KiB
namespace UnityEngine.Experimental.Rendering.LowendMobile
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{
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public enum ShadowCascades
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{
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NO_CASCADES = 1,
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TWO_CASCADES = 2,
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FOUR_CASCADES = 4,
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}
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public enum ShadowType
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{
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NO_SHADOW = 0,
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HARD_SHADOWS,
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SOFT_SHADOWS,
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}
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public enum ShadowResolution
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{
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_512 = 512,
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_1024 = 1024,
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_2048 = 2048
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}
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public class LowEndMobilePipelineAsset : RenderPipelineAsset
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{
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#region AssetAndPipelineCreation
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#if UNITY_EDITOR
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[UnityEditor.MenuItem("RenderPipeline/LowEndMobilePipeline/Create Pipeline Asset")]
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static void CreateLowEndPipeline()
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{
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var instance = ScriptableObject.CreateInstance<LowEndMobilePipelineAsset>();
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UnityEditor.AssetDatabase.CreateAsset(instance,
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"Assets/LowEndMobilePipeline/LowEndMobilePipelineAsset.asset");
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}
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#endif
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protected override IRenderPipeline InternalCreatePipeline()
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{
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return new LowEndMobilePipeline(this);
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}
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#endregion
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#region PipelineAssetSettings
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[SerializeField] private int m_MaxPixelLights = 1;
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[SerializeField] private bool m_SupportsVertexLight = true;
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[SerializeField] private bool m_EnableLightmaps = true;
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[SerializeField] private bool m_EnableAmbientProbe = true;
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[SerializeField] private ShadowType m_ShadowType = ShadowType.HARD_SHADOWS;
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[SerializeField] private ShadowResolution m_ShadowAtlasResolution = ShadowResolution._1024;
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[SerializeField] private float m_ShadowNearPlaneOffset = 2.0f;
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[SerializeField] private float m_ShadowDistance = 50.0f;
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[SerializeField] private float m_ShadowBias = 0.0005f;
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[SerializeField] private ShadowCascades m_ShadowCascades = ShadowCascades.NO_CASCADES;
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[SerializeField] private float m_Cascade2Split = 0.25f;
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[SerializeField] private Vector3 m_Cascade4Split = new Vector3(0.067f, 0.2f, 0.467f);
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public int MaxSupportedPixelLights
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{
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get { return m_MaxPixelLights; }
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private set { m_MaxPixelLights = value; }
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}
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public bool SupportsVertexLight
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{
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get { return m_SupportsVertexLight; }
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private set { m_SupportsVertexLight = value; }
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}
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public bool EnableLightmap
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{
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get { return m_EnableLightmaps; }
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private set { m_EnableLightmaps = value; }
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}
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public bool EnableAmbientProbe
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{
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get { return m_EnableAmbientProbe; }
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private set { m_EnableAmbientProbe = value; }
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}
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public ShadowType CurrShadowType
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{
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get { return m_ShadowType; }
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private set { m_ShadowType = value; }
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}
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public int ShadowAtlasResolution
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{
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get { return (int) m_ShadowAtlasResolution; }
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private set { m_ShadowAtlasResolution = (ShadowResolution) value; }
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}
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public float ShadowNearOffset
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{
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get { return m_ShadowNearPlaneOffset; }
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private set { m_ShadowNearPlaneOffset = value; }
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}
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public float ShadowDistance
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{
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get { return m_ShadowDistance; }
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private set { m_ShadowDistance = value; }
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}
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public float ShadowBias
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{
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get { return m_ShadowBias; }
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private set { m_ShadowBias = value; }
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}
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public int CascadeCount
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{
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get { return (int) m_ShadowCascades; }
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private set { m_ShadowCascades = (ShadowCascades) value; }
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}
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public float Cascade2Split
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{
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get { return m_Cascade2Split; }
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private set { m_Cascade2Split = value; }
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}
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public Vector3 Cascade4Split
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{
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get { return m_Cascade4Split; }
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private set { m_Cascade4Split = value; }
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}
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#endregion
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}
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}
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