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38 行
1.6 KiB

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