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41 行
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using UnityEngine;
using UnityEngine.Experimental.Rendering;
using System;
namespace UnityEngine.Experimental.ScriptableRenderLoop
{
public class LightLoopSinglePass
{
string GetKeyword()
{
return "LIGHTLOOP_SINGLE_PASS";
}
};
//-----------------------------------------------------------------------------
// structure definition
//-----------------------------------------------------------------------------
[GenerateHLSL]
public enum ShadowType
{
Spot,
Directional,
Point
};
// TODO: we may have to add various parameters here for shadow
// A point light is 6x PunctualShadowData
[GenerateHLSL]
public struct PunctualShadowData
{
// World to ShadowMap matrix
// Include scale and bias for shadow atlas if any
public Matrix4x4 worldToShadow;
public ShadowType shadowType;
public float bias;
public float quality;
public Vector2 unused;
};
}