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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
// All the structures here represent global engine settings.
// It means that they are supposed to be setup once and not changed during the game.
// All of these will be serialized in the HDRenderPipelineInstance used for the project.
[Serializable]
public class GlobalTextureSettings
{
public const int kHDDefaultSpotCookieSize = 128;
public const int kHDDefaultPointCookieSize = 512;
public const int kHDDefaultReflectionCubemapSize = 128;
public int spotCookieSize = kHDDefaultSpotCookieSize;
public int pointCookieSize = kHDDefaultPointCookieSize;
public int reflectionCubemapSize = kHDDefaultReflectionCubemapSize;
public bool reflectionCacheCompressed = false;
}
[Serializable]
public class GlobalRenderingSettings
{
public bool useForwardRenderingOnly; // TODO: Currently there is no way to strip the extra forward shaders generated by the shaders compiler, so we can switch dynamically.
public bool useDepthPrepassWithDeferredRendering;
public bool renderAlphaTestOnlyInDeferredPrepass;
// We have to fall back to forward-only rendering when scene view is using wireframe rendering mode --
// as rendering everything in wireframe + deferred do not play well together
public bool ShouldUseForwardRenderingOnly()
{
return useForwardRenderingOnly || GL.wireframe;
}
}
}