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47 行
1.6 KiB

using System.Reflection;
using System.Linq;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[ExecuteInEditMode]
public abstract class SkySettings : ScriptableObject
{
protected class Unhashed : System.Attribute {}
[Range(0,360)]
public float rotation = 0.0f;
public float exposure = 0.0f;
public float multiplier = 1.0f;
public SkyResolution resolution = SkyResolution.SkyResolution256;
public EnvironementUpdateMode updateMode = EnvironementUpdateMode.OnChanged;
public float updatePeriod = 0.0f;
public Cubemap lightingOverride = null;
private FieldInfo[] m_Properties;
protected void OnEnable()
{
// Enumerate properties in order to compute the hash more quickly later on.
m_Properties = GetType()
.GetFields(BindingFlags.Public | BindingFlags.Instance)
.ToArray();
}
public int GetHash()
{
unchecked
{
int hash = 13;
foreach (var p in m_Properties)
{
bool unhashedAttribute = p.GetCustomAttributes(typeof(Unhashed), true).Length != 0;
object obj = p.GetValue(this);
if (obj != null && !unhashedAttribute) // Sometimes it can be a null reference.
hash = hash * 23 + obj.GetHashCode();
}
return hash;
}
}
public abstract SkyRenderer GetRenderer();
}
}