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111 行
3.8 KiB
111 行
3.8 KiB
using System;
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using System.Collections.Generic;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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[Serializable]
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public sealed class SkyResolutionParameter : VolumeParameter<SkyResolution>
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{
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public SkyResolutionParameter(SkyResolution val, bool overrideState = false)
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: base(val, overrideState)
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{
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}
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}
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[Serializable]
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public sealed class EnvUpdateParameter : VolumeParameter<EnvironementUpdateMode>
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{
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public EnvUpdateParameter(EnvironementUpdateMode val, bool overrideState = false)
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: base(val, overrideState)
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{
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}
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}
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public abstract class SkySettings : VolumeComponent
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{
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[Tooltip("Rotation of the sky.")]
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public ClampedFloatParameter rotation = new ClampedFloatParameter(0.0f, 0.0f, 360.0f);
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[Tooltip("Exposure of the sky in EV.")]
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public FloatParameter exposure = new FloatParameter(0.0f);
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[Tooltip("Intensity multiplier for the sky.")]
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public MinFloatParameter multiplier = new MinFloatParameter(1.0f, 0.0f);
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[Tooltip("Specify how the environment lighting should be updated.")]
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public EnvUpdateParameter updateMode = new EnvUpdateParameter(EnvironementUpdateMode.OnChanged);
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[Tooltip("If environment update is set to realtime, period in seconds at which it is updated (0.0 means every frame).")]
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public MinFloatParameter updatePeriod = new MinFloatParameter(0.0f, 0.0f);
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[Tooltip("If enabled, this sky setting will be the one used for baking the GI. Only one should be enabled at any given time.")]
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public bool useForBaking = false;
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// Unused for now. In the future we might want to expose this option for very high range skies.
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private bool m_useMIS = false;
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public bool useMIS { get { return m_useMIS; } }
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// This list will hold the sky settings that should be used for baking.
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// In practice we will always use the last one registered but we use a list to be able to roll back to the previous one once the user deletes the superfluous instances.
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private static List<SkySettings> m_BakingSkySettings = new List<SkySettings>();
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public override int GetHashCode()
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{
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unchecked
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{
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int hash = 13;
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hash = hash * 23 + rotation.GetHashCode();
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hash = hash * 23 + exposure.GetHashCode();
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hash = hash * 23 + multiplier.GetHashCode();
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// TODO: Fixme once we switch to .Net 4.6+
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//>>>
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hash = hash * 23 + ((int)updateMode.value).GetHashCode();
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//<<<
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hash = hash * 23 + updatePeriod.GetHashCode();
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return hash;
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}
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}
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static public SkySettings GetBakingSkySettings()
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{
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if (m_BakingSkySettings.Count == 0)
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return null;
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else
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return m_BakingSkySettings[m_BakingSkySettings.Count - 1];
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}
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protected override void OnEnable()
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{
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base.OnEnable();
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OnValidate();
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}
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protected override void OnDisable()
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{
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m_BakingSkySettings.Remove(this);
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base.OnDisable();
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}
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public void OnValidate()
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{
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if(useForBaking && !m_BakingSkySettings.Contains(this))
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{
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if(m_BakingSkySettings.Count != 0)
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{
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Debug.LogWarning("One sky component was already set for baking, only the latest one will be used.");
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}
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m_BakingSkySettings.Add(this);
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}
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if (!useForBaking)
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{
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m_BakingSkySettings.Remove(this);
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}
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}
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public abstract SkyRenderer CreateRenderer();
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}
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}
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