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using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class HDUtils
{
public const RendererConfiguration k_RendererConfigurationBakedLighting = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbeProxyVolume;
public static Matrix4x4 GetViewProjectionMatrix(Matrix4x4 worldToViewMatrix, Matrix4x4 projectionMatrix)
{
// The actual projection matrix used in shaders is actually massaged a bit to work across all platforms
// (different Z value ranges etc.)
var gpuProj = GL.GetGPUProjectionMatrix(projectionMatrix, false);
var gpuVP = gpuProj * worldToViewMatrix * Matrix4x4.Scale(new Vector3(1.0f, 1.0f, -1.0f)); // Need to scale -1.0 on Z to match what is being done in the camera.wolrdToCameraMatrix API.
return gpuVP;
}
// Helper to help to display debug info on screen
static float s_OverlayLineHeight = -1.0f;
public static void NextOverlayCoord(ref float x, ref float y, float overlayWidth, float overlayHeight, float width)
{
x += overlayWidth;
s_OverlayLineHeight = Mathf.Max(overlayHeight, s_OverlayLineHeight);
// Go to next line if it goes outside the screen.
if (x + overlayWidth > width)
{
x = 0;
y -= s_OverlayLineHeight;
s_OverlayLineHeight = -1.0f;
}
}
}
}