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247 行
9.9 KiB
247 行
9.9 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.PostProcessing;
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namespace UnityEngine.Experimental.Rendering.LightweightPipeline
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{
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public class ScriptableRenderer
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{
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// Lights are culled per-object. In platforms that don't use StructuredBuffer
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// the engine will set 4 light indices in the following constant unity_4LightIndices0
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// Additionally the engine set unity_4LightIndices1 but LWRP doesn't use that.
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const int k_MaxConstantLocalLights = 4;
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// LWRP uses a fixed constant buffer to hold light data. This must match the value of
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// MAX_VISIBLE_LIGHTS 16 in Input.hlsl
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const int k_MaxVisibleLocalLights = 16;
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const int k_MaxVertexLights = 4;
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public int maxSupportedLocalLightsPerPass
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{
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get
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{
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return useComputeBufferForPerObjectLightIndices ? k_MaxVisibleLocalLights : k_MaxConstantLocalLights;
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}
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}
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// TODO: Profile performance of using ComputeBuffer on mobiles that support it
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public static bool useComputeBufferForPerObjectLightIndices
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{
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get
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{
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// TODO: Graphics Emulation are breaking StructuredBuffers disabling it for now until
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// we have a fix for it
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return false;
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// return SystemInfo.supportsComputeShaders &&
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// SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLCore &&
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// !Application.isMobilePlatform &&
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// Application.platform != RuntimePlatform.WebGLPlayer;
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}
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}
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public int maxVisibleLocalLights { get { return k_MaxVisibleLocalLights; } }
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public int maxSupportedVertexLights { get { return k_MaxVertexLights; } }
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public PostProcessRenderContext postProcessRenderContext { get; private set; }
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public ComputeBuffer perObjectLightIndices { get; private set; }
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List<ScriptableRenderPass> m_ActiveRenderPassQueue = new List<ScriptableRenderPass>();
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readonly Material[] m_Materials;
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public ScriptableRenderer(LightweightPipelineAsset pipelineAsset)
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{
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m_Materials = new[]
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{
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CoreUtils.CreateEngineMaterial("Hidden/InternalErrorShader"),
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CoreUtils.CreateEngineMaterial(pipelineAsset.copyDepthShader),
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CoreUtils.CreateEngineMaterial(pipelineAsset.samplingShader),
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CoreUtils.CreateEngineMaterial(pipelineAsset.blitShader),
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CoreUtils.CreateEngineMaterial(pipelineAsset.screenSpaceShadowShader),
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};
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postProcessRenderContext = new PostProcessRenderContext();
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}
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public void Dispose()
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{
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if (perObjectLightIndices != null)
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{
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perObjectLightIndices.Release();
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perObjectLightIndices = null;
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}
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for (int i = 0; i < m_Materials.Length; ++i)
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CoreUtils.Destroy(m_Materials[i]);
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}
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public static RenderTextureDescriptor CreateRTDesc(ref CameraData cameraData, float scaler = 1.0f)
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{
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Camera camera = cameraData.camera;
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RenderTextureDescriptor desc;
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float renderScale = cameraData.renderScale;
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if (cameraData.isStereoEnabled)
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{
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return XRGraphicsConfig.eyeTextureDesc;
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}
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else
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{
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desc = new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight);
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}
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desc.colorFormat = cameraData.isHdrEnabled ? RenderTextureFormat.DefaultHDR :
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RenderTextureFormat.Default;
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desc.enableRandomWrite = false;
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desc.sRGB = true;
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desc.width = (int)((float)desc.width * renderScale * scaler);
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desc.height = (int)((float)desc.height * renderScale * scaler);
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return desc;
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}
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public void Execute(ref ScriptableRenderContext context, ref CullResults cullResults, ref RenderingData renderingData)
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{
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for (int i = 0; i < m_ActiveRenderPassQueue.Count; ++i)
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m_ActiveRenderPassQueue[i].Execute(this, ref context, ref cullResults, ref renderingData);
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DisposePasses(ref context);
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}
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public Material GetMaterial(MaterialHandles handle)
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{
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int handleID = (int)handle;
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if (handleID >= m_Materials.Length)
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{
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Debug.LogError(string.Format("Material {0} is not registered.",
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Enum.GetName(typeof(MaterialHandles), handleID)));
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return null;
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}
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return m_Materials[handleID];
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}
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public void Clear()
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{
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m_ActiveRenderPassQueue.Clear();
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}
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public void EnqueuePass(ScriptableRenderPass pass)
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{
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m_ActiveRenderPassQueue.Add(pass);
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}
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public static bool RequiresIntermediateColorTexture(ref CameraData cameraData, RenderTextureDescriptor baseDescriptor)
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{
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if (cameraData.isOffscreenRender)
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return false;
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bool isScaledRender = !Mathf.Approximately(cameraData.renderScale, 1.0f);
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bool isTargetTexture2DArray = baseDescriptor.dimension == TextureDimension.Tex2DArray;
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return cameraData.isSceneViewCamera || isScaledRender || cameraData.isHdrEnabled ||
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cameraData.postProcessEnabled || cameraData.requiresOpaqueTexture || isTargetTexture2DArray || !cameraData.isDefaultViewport;
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}
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public static bool CanCopyDepth(ref CameraData cameraData)
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{
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bool msaaEnabledForCamera = (int)cameraData.msaaSamples > 1;
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bool supportsTextureCopy = SystemInfo.copyTextureSupport != CopyTextureSupport.None;
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bool supportsDepthTarget = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth);
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bool supportsDepthCopy = !msaaEnabledForCamera && (supportsDepthTarget || supportsTextureCopy);
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// TODO: We don't have support to highp Texture2DMS currently and this breaks depth precision.
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// currently disabling it until shader changes kick in.
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//bool msaaDepthResolve = msaaEnabledForCamera && SystemInfo.supportsMultisampledTextures != 0;
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bool msaaDepthResolve = false;
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return supportsDepthCopy || msaaDepthResolve;
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}
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void DisposePasses(ref ScriptableRenderContext context)
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{
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CommandBuffer cmd = CommandBufferPool.Get("Release Resources");
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for (int i = 0; i < m_ActiveRenderPassQueue.Count; ++i)
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m_ActiveRenderPassQueue[i].FrameCleanup(cmd);
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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public void SetupPerObjectLightIndices(ref CullResults cullResults, ref LightData lightData)
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{
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if (lightData.totalAdditionalLightsCount == 0)
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return;
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List<VisibleLight> visibleLights = lightData.visibleLights;
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int[] perObjectLightIndexMap = cullResults.GetLightIndexMap();
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int directionalLightCount = 0;
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// Disable all directional lights from the perobject light indices
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// Pipeline handles them globally
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for (int i = 0; i < visibleLights.Count; ++i)
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{
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VisibleLight light = visibleLights[i];
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if (light.lightType == LightType.Directional)
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{
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perObjectLightIndexMap[i] = -1;
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++directionalLightCount;
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}
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else
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perObjectLightIndexMap[i] -= directionalLightCount;
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}
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cullResults.SetLightIndexMap(perObjectLightIndexMap);
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// if not using a compute buffer, engine will set indices in 2 vec4 constants
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// unity_4LightIndices0 and unity_4LightIndices1
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if (useComputeBufferForPerObjectLightIndices)
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{
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int lightIndicesCount = cullResults.GetLightIndicesCount();
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if (lightIndicesCount > 0)
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{
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if (perObjectLightIndices == null)
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{
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perObjectLightIndices = new ComputeBuffer(lightIndicesCount, sizeof(int));
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}
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else if (perObjectLightIndices.count < lightIndicesCount)
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{
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perObjectLightIndices.Release();
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perObjectLightIndices = new ComputeBuffer(lightIndicesCount, sizeof(int));
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}
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cullResults.FillLightIndices(perObjectLightIndices);
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}
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}
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}
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public static ClearFlag GetCameraClearFlag(Camera camera)
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{
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ClearFlag clearFlag = ClearFlag.None;
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CameraClearFlags cameraClearFlags = camera.clearFlags;
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if (cameraClearFlags != CameraClearFlags.Nothing)
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{
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clearFlag |= ClearFlag.Depth;
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if (cameraClearFlags == CameraClearFlags.Color || cameraClearFlags == CameraClearFlags.Skybox)
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clearFlag |= ClearFlag.Color;
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}
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return clearFlag;
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}
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public static RendererConfiguration GetRendererConfiguration(int localLightsCount)
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{
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RendererConfiguration configuration = RendererConfiguration.PerObjectReflectionProbes | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe;
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if (localLightsCount > 0)
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{
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if (useComputeBufferForPerObjectLightIndices)
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configuration |= RendererConfiguration.ProvideLightIndices;
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else
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configuration |= RendererConfiguration.PerObjectLightIndices8;
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}
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return configuration;
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}
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}
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}
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