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38 行
1.6 KiB
38 行
1.6 KiB
using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Experimental.Rendering.HDPipeline;
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using System;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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public class BaseLightLoop
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{
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protected Light m_CurrentSunLight = null;
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// TODO: We should rather put the texture settings in LightLoop, but how do we serialize it ?
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public virtual void Build(TextureSettings textureSettings) {}
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public virtual void Cleanup() {}
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public virtual bool NeedResize() { return false; }
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public virtual void AllocResolutionDependentBuffers(int width, int height) { }
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public virtual void ReleaseResolutionDependentBuffers() {}
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public virtual void NewFrame() {}
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public virtual void PrepareLightsForGPU(ShadowSettings shadowSettings, CullResults cullResults, Camera camera, ref ShadowOutput shadowOutput) { }
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// TODO: this should not be part of the interface but for now make something working
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public virtual void BuildGPULightLists(Camera camera, ScriptableRenderContext loop, RenderTargetIdentifier cameraDepthBufferRT) { }
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public virtual void PushGlobalParams(Camera camera, ScriptableRenderContext loop) {}
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public virtual void RenderDeferredLighting(HDRenderPipeline.HDCamera hdCamera, ScriptableRenderContext renderContext, RenderTargetIdentifier cameraColorBufferRT) {}
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public virtual void RenderForward(Camera camera, ScriptableRenderContext renderContext, bool renderOpaque) {}
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public Light GetCurrentSunLight() { return m_CurrentSunLight; }
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}
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}
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