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71 行
2.8 KiB
71 行
2.8 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Reflection;
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using System.Linq;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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[ExecuteInEditMode]
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public class SkyParameters : MonoBehaviour
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{
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protected class Unhashed : System.Attribute {}
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public float rotation = 0.0f;
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public float exposure = 0.0f;
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public float multiplier = 1.0f;
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public SkyResolution resolution = SkyResolution.SkyResolution256;
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public EnvironementUpdateMode updateMode = EnvironementUpdateMode.OnChanged;
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public float updatePeriod = 0.0f;
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private FieldInfo[] m_Properties;
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protected void OnEnable()
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{
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HDRenderPipeline renderPipeline = Utilities.GetHDRenderPipeline();
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if (renderPipeline == null)
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{
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return;
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}
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// Enumerate properties in order to compute the hash more quickly later on.
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m_Properties = GetType()
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.GetFields(BindingFlags.Public | BindingFlags.Instance)
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.ToArray();
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if (renderPipeline.skyManager.skyParameters == null || renderPipeline.skyManager.skyParameters.GetType() != this.GetType()) // We allow override of parameters only if the type is different. It means that we changed the Sky Renderer and might need a new set of parameters.
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renderPipeline.skyManager.skyParameters = this;
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else if (renderPipeline.skyManager.skyParameters != this && renderPipeline.skyManager.skyParameters.GetType() == this.GetType())
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Debug.LogWarning("Tried to setup another SkyParameters component although there is already one enabled.");
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}
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protected void OnDisable()
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{
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HDRenderPipeline renderPipeline = Utilities.GetHDRenderPipeline();
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if (renderPipeline == null)
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{
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return;
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}
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// Reset the current sky parameter on the render loop
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if (renderPipeline.skyManager.skyParameters == this)
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renderPipeline.skyManager.skyParameters = null;
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}
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public int GetHash()
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{
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unchecked
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{
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int hash = 13;
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foreach (var p in m_Properties)
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{
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bool unhashedAttribute = p.GetCustomAttributes(typeof(Unhashed), true).Length != 0;
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System.Object obj = p.GetValue(this);
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if (obj != null && !unhashedAttribute) // Sometimes it can be a null reference.
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hash = hash * 23 + obj.GetHashCode();
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}
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return hash;
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}
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}
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}
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}
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