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namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public abstract class SkyRenderer
{
public abstract void Build();
public abstract void Cleanup();
public abstract void SetRenderTargets(BuiltinSkyParameters builtinParams);
// renderForCubemap: When rendering into a cube map, no depth buffer is available so user has to make sure not to use depth testing or the depth texture.
public abstract void RenderSky(BuiltinSkyParameters builtinParams, bool renderForCubemap);
public abstract bool IsValid();
protected float GetExposure(SkySettings skySettings, DebugDisplaySettings debugSettings)
{
float debugExposure = 0.0f;
if(debugSettings != null && debugSettings.DebugNeedsExposure())
{
debugExposure = debugSettings.lightingDebugSettings.debugExposure;
}
return skySettings.exposure + debugExposure;
}
}
}