您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
471 行
23 KiB
471 行
23 KiB
using System;
|
|
using System.Collections.Generic;
|
|
using Unity.Collections;
|
|
#if UNITY_EDITOR
|
|
using UnityEditor;
|
|
using UnityEditor.Experimental.Rendering.LightweightPipeline;
|
|
#endif
|
|
using UnityEngine.Rendering;
|
|
using UnityEngine.Rendering.PostProcessing;
|
|
using UnityEngine.Experimental.GlobalIllumination;
|
|
using Lightmapping = UnityEngine.Experimental.GlobalIllumination.Lightmapping;
|
|
|
|
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
|
|
{
|
|
public sealed partial class LightweightPipeline : RenderPipeline
|
|
{
|
|
static class PerFrameBuffer
|
|
{
|
|
public static int _GlossyEnvironmentColor;
|
|
public static int _SubtractiveShadowColor;
|
|
}
|
|
|
|
static class PerCameraBuffer
|
|
{
|
|
// TODO: This needs to account for stereo rendering
|
|
public static int _InvCameraViewProj;
|
|
public static int _ScaledScreenParams;
|
|
}
|
|
|
|
public LightweightPipelineAsset pipelineAsset { get; private set; }
|
|
|
|
|
|
private static IRendererSetup m_DefaultRendererSetup;
|
|
private static IRendererSetup defaultRendererSetup
|
|
{
|
|
get
|
|
{
|
|
if (m_DefaultRendererSetup == null)
|
|
m_DefaultRendererSetup = new DefaultRendererSetup();
|
|
|
|
return m_DefaultRendererSetup;
|
|
}
|
|
}
|
|
|
|
const string k_RenderCameraTag = "Render Camera";
|
|
ScriptableRenderer m_Renderer;
|
|
CullResults m_CullResults;
|
|
PipelineSettings m_PipelineSettings;
|
|
|
|
public struct PipelineSettings
|
|
{
|
|
public int msaaSampleCount { get; private set; }
|
|
public bool supportsHDR { get; private set; }
|
|
public XRGraphicsConfig savedXRGraphicsConfig { get; private set; }
|
|
public float renderScale { get; private set; }
|
|
public bool supportsCameraDepthTexture { get; private set; }
|
|
public Downsampling opaqueDownsampling { get; private set; }
|
|
public bool supportsCameraOpaqueTexture { get; private set; }
|
|
public bool supportsDynamicBatching { get; private set; }
|
|
public int maxPixelLights { get; private set; }
|
|
public bool supportsDirectionalShadows { get; private set; }
|
|
public bool supportsSoftParticles { get; private set; }
|
|
public bool supportsLocalShadows { get; private set; }
|
|
public float shadowDistance { get; private set; }
|
|
public int cascadeCount { get; private set; }
|
|
public int directionalShadowAtlasResolution { get; private set; }
|
|
public float cascade2Split { get; private set; }
|
|
public Vector3 cascade4Split { get; private set; }
|
|
public bool supportsVertexLight { get; private set; }
|
|
public int localShadowAtlasResolution { get; private set; }
|
|
public bool supportsSoftShadows { get; private set; }
|
|
|
|
public static PipelineSettings Create(LightweightPipelineAsset asset)
|
|
{
|
|
var cache = new PipelineSettings();
|
|
cache.msaaSampleCount = asset.msaaSampleCount;
|
|
cache.supportsHDR = asset.supportsHDR;
|
|
cache.savedXRGraphicsConfig = asset.savedXRGraphicsConfig;
|
|
cache.renderScale = asset.renderScale;
|
|
cache.supportsCameraDepthTexture = asset.supportsCameraDepthTexture;
|
|
cache.opaqueDownsampling = asset.opaqueDownsampling;
|
|
cache.supportsCameraOpaqueTexture = asset.supportsCameraOpaqueTexture;
|
|
cache.supportsDynamicBatching = asset.supportsDynamicBatching;
|
|
cache.maxPixelLights = asset.maxPixelLights;
|
|
cache.supportsDirectionalShadows = asset.supportsDirectionalShadows;
|
|
cache.supportsSoftParticles = asset.supportsSoftParticles;
|
|
cache.supportsLocalShadows = asset.supportsLocalShadows;
|
|
cache.shadowDistance = asset.shadowDistance;
|
|
cache.cascadeCount = asset.cascadeCount;
|
|
cache.directionalShadowAtlasResolution = asset.directionalShadowAtlasResolution;
|
|
cache.cascade2Split = asset.cascade2Split;
|
|
cache.cascade4Split = asset.cascade4Split;
|
|
cache.supportsVertexLight = asset.supportsVertexLight;
|
|
cache.localShadowAtlasResolution = asset.localShadowAtlasResolution;
|
|
cache.supportsSoftShadows = asset.supportsSoftShadows;
|
|
return cache;
|
|
}
|
|
}
|
|
|
|
public LightweightPipeline(LightweightPipelineAsset asset)
|
|
{
|
|
m_PipelineSettings = PipelineSettings.Create(asset);
|
|
|
|
SetSupportedRenderingFeatures();
|
|
SetPipelineCapabilities(asset);
|
|
|
|
PerFrameBuffer._GlossyEnvironmentColor = Shader.PropertyToID("_GlossyEnvironmentColor");
|
|
PerFrameBuffer._SubtractiveShadowColor = Shader.PropertyToID("_SubtractiveShadowColor");
|
|
|
|
PerCameraBuffer._InvCameraViewProj = Shader.PropertyToID("_InvCameraViewProj");
|
|
PerCameraBuffer._ScaledScreenParams = Shader.PropertyToID("_ScaledScreenParams");
|
|
m_Renderer = new ScriptableRenderer(asset);
|
|
|
|
// Let engine know we have MSAA on for cases where we support MSAA backbuffer
|
|
if (QualitySettings.antiAliasing != m_PipelineSettings.msaaSampleCount)
|
|
QualitySettings.antiAliasing = m_PipelineSettings.msaaSampleCount;
|
|
|
|
Shader.globalRenderPipeline = "LightweightPipeline";
|
|
|
|
Lightmapping.SetDelegate(lightsDelegate);
|
|
}
|
|
|
|
public override void Dispose()
|
|
{
|
|
base.Dispose();
|
|
Shader.globalRenderPipeline = "";
|
|
SupportedRenderingFeatures.active = new SupportedRenderingFeatures();
|
|
|
|
#if UNITY_EDITOR
|
|
SceneViewDrawMode.ResetDrawMode();
|
|
#endif
|
|
|
|
m_Renderer.Dispose();
|
|
|
|
Lightmapping.ResetDelegate();
|
|
}
|
|
|
|
public interface IBeforeCameraRender
|
|
{
|
|
void ExecuteBeforeCameraRender(ScriptableRenderContext context, Camera camera, PipelineSettings pipelineSettings, ScriptableRenderer renderer);
|
|
}
|
|
|
|
public override void Render(ScriptableRenderContext context, Camera[] cameras)
|
|
{
|
|
m_PipelineSettings.savedXRGraphicsConfig.renderScale = m_PipelineSettings.renderScale;
|
|
m_PipelineSettings.savedXRGraphicsConfig.viewportScale = 1.0f; // Placeholder until viewportScale is all hooked up
|
|
// Apply any changes to XRGConfig prior to this point
|
|
m_PipelineSettings.savedXRGraphicsConfig.SetConfig();
|
|
|
|
base.Render(context, cameras);
|
|
BeginFrameRendering(cameras);
|
|
|
|
GraphicsSettings.lightsUseLinearIntensity = true;
|
|
SetupPerFrameShaderConstants();
|
|
|
|
SortCameras(cameras);
|
|
foreach (Camera camera in cameras)
|
|
{
|
|
BeginCameraRendering(camera);
|
|
|
|
foreach (var beforeCamera in camera.GetComponents<IBeforeCameraRender>())
|
|
beforeCamera.ExecuteBeforeCameraRender(context, camera, m_PipelineSettings, m_Renderer);
|
|
|
|
RenderSingleCamera(context, m_PipelineSettings, camera, ref m_CullResults, camera.GetComponent<IRendererSetup>(), m_Renderer);
|
|
}
|
|
}
|
|
|
|
public static void RenderSingleCamera(ScriptableRenderContext context, PipelineSettings settings, Camera camera, ref CullResults cullResults, IRendererSetup setup, ScriptableRenderer renderer)
|
|
{
|
|
CommandBuffer cmd = CommandBufferPool.Get(k_RenderCameraTag);
|
|
using (new ProfilingSample(cmd, k_RenderCameraTag))
|
|
{
|
|
CameraData cameraData;
|
|
InitializeCameraData(settings, camera, out cameraData);
|
|
SetupPerCameraShaderConstants(cameraData);
|
|
|
|
ScriptableCullingParameters cullingParameters;
|
|
if (!CullResults.GetCullingParameters(camera, cameraData.isStereoEnabled, out cullingParameters))
|
|
{
|
|
CommandBufferPool.Release(cmd);
|
|
return;
|
|
}
|
|
|
|
cullingParameters.shadowDistance = Mathf.Min(cameraData.maxShadowDistance, camera.farClipPlane);
|
|
|
|
context.ExecuteCommandBuffer(cmd);
|
|
cmd.Clear();
|
|
|
|
#if UNITY_EDITOR
|
|
|
|
// Emit scene view UI
|
|
if (cameraData.isSceneViewCamera)
|
|
ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
|
|
#endif
|
|
CullResults.Cull(ref cullingParameters, context, ref cullResults);
|
|
|
|
RenderingData renderingData;
|
|
InitializeRenderingData(settings, ref cameraData, ref cullResults,
|
|
renderer.maxSupportedLocalLightsPerPass, renderer.maxSupportedVertexLights, out renderingData);
|
|
|
|
var setupToUse = setup;
|
|
if (setupToUse == null)
|
|
setupToUse = defaultRendererSetup;
|
|
|
|
renderer.Clear();
|
|
setupToUse.Setup(renderer, ref renderingData);
|
|
renderer.Execute(context, ref renderingData);
|
|
|
|
context.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
context.Submit();
|
|
#if UNITY_EDITOR
|
|
Handles.DrawGizmos(camera);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
static void SetSupportedRenderingFeatures()
|
|
{
|
|
#if UNITY_EDITOR
|
|
SupportedRenderingFeatures.active = new SupportedRenderingFeatures()
|
|
{
|
|
reflectionProbeSupportFlags = SupportedRenderingFeatures.ReflectionProbeSupportFlags.None,
|
|
defaultMixedLightingMode = SupportedRenderingFeatures.LightmapMixedBakeMode.Subtractive,
|
|
supportedMixedLightingModes = SupportedRenderingFeatures.LightmapMixedBakeMode.Subtractive,
|
|
supportedLightmapBakeTypes = LightmapBakeType.Baked | LightmapBakeType.Mixed,
|
|
supportedLightmapsModes = LightmapsMode.CombinedDirectional | LightmapsMode.NonDirectional,
|
|
rendererSupportsLightProbeProxyVolumes = false,
|
|
rendererSupportsMotionVectors = false,
|
|
rendererSupportsReceiveShadows = false,
|
|
rendererSupportsReflectionProbes = true
|
|
};
|
|
SceneViewDrawMode.SetupDrawMode();
|
|
#endif
|
|
}
|
|
|
|
static void InitializeCameraData(PipelineSettings settings, Camera camera, out CameraData cameraData)
|
|
{
|
|
const float kRenderScaleThreshold = 0.05f;
|
|
cameraData.camera = camera;
|
|
|
|
bool msaaEnabled = camera.allowMSAA && settings.msaaSampleCount > 1;
|
|
if (msaaEnabled)
|
|
cameraData.msaaSamples = (camera.targetTexture != null) ? camera.targetTexture.antiAliasing : settings.msaaSampleCount;
|
|
else
|
|
cameraData.msaaSamples = 1;
|
|
|
|
cameraData.isSceneViewCamera = camera.cameraType == CameraType.SceneView;
|
|
cameraData.isOffscreenRender = camera.targetTexture != null && !cameraData.isSceneViewCamera;
|
|
cameraData.isStereoEnabled = IsStereoEnabled(camera);
|
|
|
|
// TODO: There's currently an issue in engine side that breaks MSAA with texture2DArray.
|
|
// for now we force msaa disabled when using texture2DArray. This fixes VR multiple and single pass instanced modes.
|
|
if (cameraData.isStereoEnabled && XRGraphicsConfig.eyeTextureDesc.dimension == TextureDimension.Tex2DArray)
|
|
cameraData.msaaSamples = 1;
|
|
|
|
cameraData.isHdrEnabled = camera.allowHDR && settings.supportsHDR;
|
|
|
|
cameraData.postProcessLayer = camera.GetComponent<PostProcessLayer>();
|
|
cameraData.postProcessEnabled = cameraData.postProcessLayer != null && cameraData.postProcessLayer.isActiveAndEnabled;
|
|
|
|
Rect cameraRect = camera.rect;
|
|
cameraData.isDefaultViewport = (!(Math.Abs(cameraRect.x) > 0.0f || Math.Abs(cameraRect.y) > 0.0f ||
|
|
Math.Abs(cameraRect.width) < 1.0f || Math.Abs(cameraRect.height) < 1.0f));
|
|
|
|
// If XR is enabled, use XR renderScale.
|
|
// Discard variations lesser than kRenderScaleThreshold.
|
|
// Scale is only enabled for gameview.
|
|
float usedRenderScale = XRGraphicsConfig.enabled ? settings.savedXRGraphicsConfig.renderScale : settings.renderScale;
|
|
cameraData.renderScale = (Mathf.Abs(1.0f - usedRenderScale) < kRenderScaleThreshold) ? 1.0f : usedRenderScale;
|
|
cameraData.renderScale = (camera.cameraType == CameraType.Game) ? cameraData.renderScale : 1.0f;
|
|
|
|
cameraData.requiresDepthTexture = settings.supportsCameraDepthTexture || cameraData.isSceneViewCamera;
|
|
cameraData.requiresSoftParticles = settings.supportsSoftParticles;
|
|
cameraData.requiresOpaqueTexture = settings.supportsCameraOpaqueTexture;
|
|
cameraData.opaqueTextureDownsampling = settings.opaqueDownsampling;
|
|
|
|
bool anyShadowsEnabled = settings.supportsDirectionalShadows || settings.supportsLocalShadows;
|
|
cameraData.maxShadowDistance = (anyShadowsEnabled) ? settings.shadowDistance : 0.0f;
|
|
|
|
LightweightAdditionalCameraData additionalCameraData = camera.gameObject.GetComponent<LightweightAdditionalCameraData>();
|
|
if (additionalCameraData != null)
|
|
{
|
|
cameraData.maxShadowDistance = (additionalCameraData.renderShadows) ? cameraData.maxShadowDistance : 0.0f;
|
|
cameraData.requiresDepthTexture &= additionalCameraData.requiresDepthTexture;
|
|
cameraData.requiresOpaqueTexture &= additionalCameraData.requiresColorTexture;
|
|
}
|
|
else if (!cameraData.isSceneViewCamera && camera.cameraType != CameraType.Reflection && camera.cameraType != CameraType.Preview)
|
|
{
|
|
cameraData.requiresDepthTexture = false;
|
|
cameraData.requiresOpaqueTexture = false;
|
|
}
|
|
|
|
cameraData.requiresDepthTexture |= cameraData.postProcessEnabled;
|
|
}
|
|
|
|
static void InitializeRenderingData(PipelineSettings settings, ref CameraData cameraData, ref CullResults cullResults,
|
|
int maxSupportedLocalLightsPerPass, int maxSupportedVertexLights,
|
|
out RenderingData renderingData)
|
|
{
|
|
List<VisibleLight> visibleLights = cullResults.visibleLights;
|
|
List<int> localLightIndices = new List<int>();
|
|
|
|
bool hasDirectionalShadowCastingLight = false;
|
|
bool hasLocalShadowCastingLight = false;
|
|
|
|
if (cameraData.maxShadowDistance > 0.0f)
|
|
{
|
|
for (int i = 0; i < visibleLights.Count; ++i)
|
|
{
|
|
Light light = visibleLights[i].light;
|
|
bool castShadows = light != null && light.shadows != LightShadows.None;
|
|
if (visibleLights[i].lightType == LightType.Directional)
|
|
{
|
|
hasDirectionalShadowCastingLight |= castShadows;
|
|
}
|
|
else
|
|
{
|
|
hasLocalShadowCastingLight |= castShadows;
|
|
localLightIndices.Add(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
renderingData.cullResults = cullResults;
|
|
renderingData.cameraData = cameraData;
|
|
InitializeLightData(settings, visibleLights, maxSupportedLocalLightsPerPass, maxSupportedVertexLights, localLightIndices, out renderingData.lightData);
|
|
InitializeShadowData(settings, hasDirectionalShadowCastingLight, hasLocalShadowCastingLight, out renderingData.shadowData);
|
|
renderingData.supportsDynamicBatching = settings.supportsDynamicBatching;
|
|
}
|
|
|
|
static void InitializeShadowData(PipelineSettings settings, bool hasDirectionalShadowCastingLight, bool hasLocalShadowCastingLight, out ShadowData shadowData)
|
|
{
|
|
// Until we can have keyword stripping forcing single cascade hard shadows on gles2
|
|
bool supportsScreenSpaceShadows = SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2;
|
|
|
|
shadowData.renderDirectionalShadows = settings.supportsDirectionalShadows && hasDirectionalShadowCastingLight;
|
|
|
|
// we resolve shadows in screenspace when cascades are enabled to save ALU as computing cascade index + shadowCoord on fragment is expensive
|
|
shadowData.requiresScreenSpaceShadowResolve = shadowData.renderDirectionalShadows && supportsScreenSpaceShadows && settings.cascadeCount > 1;
|
|
shadowData.directionalLightCascadeCount = (shadowData.requiresScreenSpaceShadowResolve) ? settings.cascadeCount : 1;
|
|
shadowData.directionalShadowAtlasWidth = settings.directionalShadowAtlasResolution;
|
|
shadowData.directionalShadowAtlasHeight = settings.directionalShadowAtlasResolution;
|
|
|
|
switch (shadowData.directionalLightCascadeCount)
|
|
{
|
|
case 1:
|
|
shadowData.directionalLightCascades = new Vector3(1.0f, 0.0f, 0.0f);
|
|
break;
|
|
|
|
case 2:
|
|
shadowData.directionalLightCascades = new Vector3(settings.cascade2Split, 1.0f, 0.0f);
|
|
break;
|
|
|
|
default:
|
|
shadowData.directionalLightCascades = settings.cascade4Split;
|
|
break;
|
|
}
|
|
|
|
shadowData.renderLocalShadows = settings.supportsLocalShadows && hasLocalShadowCastingLight;
|
|
shadowData.localShadowAtlasWidth = shadowData.localShadowAtlasHeight = settings.localShadowAtlasResolution;
|
|
shadowData.supportsSoftShadows = settings.supportsSoftShadows;
|
|
shadowData.bufferBitCount = 16;
|
|
}
|
|
|
|
static void InitializeLightData(PipelineSettings settings, List<VisibleLight> visibleLights,
|
|
int maxSupportedLocalLightsPerPass, int maxSupportedVertexLights, List<int> localLightIndices, out LightData lightData)
|
|
{
|
|
int visibleLightsCount = Math.Min(visibleLights.Count, settings.maxPixelLights);
|
|
lightData.mainLightIndex = GetMainLight(settings, visibleLights);
|
|
|
|
// If we have a main light we don't shade it in the per-object light loop. We also remove it from the per-object cull list
|
|
int mainLightPresent = (lightData.mainLightIndex >= 0) ? 1 : 0;
|
|
int additionalPixelLightsCount = Math.Min(visibleLightsCount - mainLightPresent, maxSupportedLocalLightsPerPass);
|
|
int vertexLightCount = (settings.supportsVertexLight) ? Math.Min(visibleLights.Count, maxSupportedLocalLightsPerPass) - additionalPixelLightsCount : 0;
|
|
vertexLightCount = Math.Min(vertexLightCount, maxSupportedVertexLights);
|
|
|
|
lightData.pixelAdditionalLightsCount = additionalPixelLightsCount;
|
|
lightData.totalAdditionalLightsCount = additionalPixelLightsCount + vertexLightCount;
|
|
lightData.visibleLights = visibleLights;
|
|
lightData.visibleLocalLightIndices = localLightIndices;
|
|
}
|
|
|
|
// Main Light is always a directional light
|
|
static int GetMainLight(PipelineSettings settings, List<VisibleLight> visibleLights)
|
|
{
|
|
int totalVisibleLights = visibleLights.Count;
|
|
|
|
if (totalVisibleLights == 0 || settings.maxPixelLights == 0)
|
|
return -1;
|
|
|
|
for (int i = 0; i < totalVisibleLights; ++i)
|
|
{
|
|
VisibleLight currLight = visibleLights[i];
|
|
|
|
// Particle system lights have the light property as null. We sort lights so all particles lights
|
|
// come last. Therefore, if first light is particle light then all lights are particle lights.
|
|
// In this case we either have no main light or already found it.
|
|
if (currLight.light == null)
|
|
break;
|
|
|
|
// In case no shadow light is present we will return the brightest directional light
|
|
if (currLight.lightType == LightType.Directional)
|
|
return i;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
static void SetupPerFrameShaderConstants()
|
|
{
|
|
// When glossy reflections are OFF in the shader we set a constant color to use as indirect specular
|
|
SphericalHarmonicsL2 ambientSH = RenderSettings.ambientProbe;
|
|
Color linearGlossyEnvColor = new Color(ambientSH[0, 0], ambientSH[1, 0], ambientSH[2, 0]) * RenderSettings.reflectionIntensity;
|
|
Color glossyEnvColor = CoreUtils.ConvertLinearToActiveColorSpace(linearGlossyEnvColor);
|
|
Shader.SetGlobalVector(PerFrameBuffer._GlossyEnvironmentColor, glossyEnvColor);
|
|
|
|
// Used when subtractive mode is selected
|
|
Shader.SetGlobalVector(PerFrameBuffer._SubtractiveShadowColor, CoreUtils.ConvertSRGBToActiveColorSpace(RenderSettings.subtractiveShadowColor));
|
|
}
|
|
|
|
static void SetupPerCameraShaderConstants(CameraData cameraData)
|
|
{
|
|
Camera camera = cameraData.camera;
|
|
float cameraWidth = (float)cameraData.camera.pixelWidth * cameraData.renderScale;
|
|
float cameraHeight = (float)cameraData.camera.pixelHeight * cameraData.renderScale;
|
|
Shader.SetGlobalVector(PerCameraBuffer._ScaledScreenParams, new Vector4(cameraWidth, cameraHeight, 1.0f + 1.0f / cameraWidth, 1.0f + 1.0f / cameraHeight));
|
|
|
|
Matrix4x4 projMatrix = GL.GetGPUProjectionMatrix(camera.projectionMatrix, false);
|
|
Matrix4x4 viewMatrix = camera.worldToCameraMatrix;
|
|
Matrix4x4 viewProjMatrix = projMatrix * viewMatrix;
|
|
Matrix4x4 invViewProjMatrix = Matrix4x4.Inverse(viewProjMatrix);
|
|
Shader.SetGlobalMatrix(PerCameraBuffer._InvCameraViewProj, invViewProjMatrix);
|
|
}
|
|
|
|
public static Lightmapping.RequestLightsDelegate lightsDelegate = (Light[] requests, NativeArray<LightDataGI> lightsOutput) =>
|
|
{
|
|
LightDataGI lightData = new LightDataGI();
|
|
|
|
for (int i = 0; i < requests.Length; i++)
|
|
{
|
|
Light light = requests[i];
|
|
switch (light.type)
|
|
{
|
|
case LightType.Directional:
|
|
DirectionalLight directionalLight = new DirectionalLight();
|
|
LightmapperUtils.Extract(light, ref directionalLight); lightData.Init(ref directionalLight);
|
|
break;
|
|
case LightType.Point:
|
|
PointLight pointLight = new PointLight();
|
|
LightmapperUtils.Extract(light, ref pointLight); lightData.Init(ref pointLight);
|
|
break;
|
|
case LightType.Spot:
|
|
SpotLight spotLight = new SpotLight();
|
|
LightmapperUtils.Extract(light, ref spotLight); lightData.Init(ref spotLight);
|
|
break;
|
|
case LightType.Area:
|
|
RectangleLight rectangleLight = new RectangleLight();
|
|
LightmapperUtils.Extract(light, ref rectangleLight); lightData.Init(ref rectangleLight);
|
|
break;
|
|
default:
|
|
lightData.InitNoBake(light.GetInstanceID());
|
|
break;
|
|
}
|
|
|
|
lightData.falloff = FalloffType.InverseSquared;
|
|
lightsOutput[i] = lightData;
|
|
}
|
|
};
|
|
}
|
|
}
|