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30 行
1.6 KiB
30 行
1.6 KiB
using UnityEngine;
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using System;
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//-----------------------------------------------------------------------------
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// Configuration
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//-----------------------------------------------------------------------------
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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[GenerateHLSL(PackingRules.Exact)]
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public enum ShaderOptions
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{
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CameraRelativeRendering = 1, // Rendering sets the origin of the world to the position of the primary (scene view) camera
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UseDisneySSS = 1, // Allow to chose between Burley Normalized Diffusion (Multi + Fix direction single scattering) or Jimenez diffusion approximation (Multiscattering only - More blurry) for Subsurface scattering
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VolumetricLightingPreset = 0 // 0 = disabled, 1 = normal, 2 = ultra
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};
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// Note: #define can't be use in include file in C# so we chose this way to configure both C# and hlsl
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// Changing a value in this enum Config here require to regenerate the hlsl include and recompile C# and shaders
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public class ShaderConfig
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{
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public const int k_CameraRelativeRendering = (int)ShaderOptions.CameraRelativeRendering;
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public static int s_CameraRelativeRendering = (int)ShaderOptions.CameraRelativeRendering;
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public const int k_UseDisneySSS = (int)ShaderOptions.UseDisneySSS;
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public static int s_UseDisneySSS = (int)ShaderOptions.UseDisneySSS;
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public const int k_VolumetricLightingPreset = (int)ShaderOptions.VolumetricLightingPreset;
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public static int s_VolumetricLightingPreset = (int)ShaderOptions.VolumetricLightingPreset;
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}
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}
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