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namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[ExecuteInEditMode]
[AddComponentMenu("Rendering/Volumetric Lighting Controller", 1101)]
public class VolumetricLightingController : MonoBehaviour
{
public VolumetricLightingSystem.ControllerParameters parameters;
public VolumetricLightingController()
{
parameters.vBufferNearPlane = 0.5f;
parameters.vBufferFarPlane = 64.0f;
parameters.depthSliceDistributionUniformity = 0.75f;
}
private void Awake()
{
}
private void OnEnable()
{
}
private void OnDisable()
{
}
private void Update()
{
}
private void OnValidate()
{
var camera = GetComponent<Camera>();
if (camera != null)
{
// We must not allow the V-Buffer to extend past the camera's frustum.
float n = camera.nearClipPlane;
float f = camera.farClipPlane;
parameters.vBufferFarPlane = Mathf.Clamp(parameters.vBufferFarPlane, n, f);
parameters.vBufferNearPlane = Mathf.Clamp(parameters.vBufferNearPlane, n, parameters.vBufferFarPlane);
parameters.depthSliceDistributionUniformity = Mathf.Clamp01(parameters.depthSliceDistributionUniformity);
}
else
{
Debug.Log("Volumetric Lighting Controller must be attached to a camera!");
}
}
}
} // UnityEngine.Experimental.Rendering.HDPipeline