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69 行
3.0 KiB
69 行
3.0 KiB
using System;
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using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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[Serializable]
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public abstract class ScreenSpaceLighting : VolumeComponent
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{
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int m_RayLevelID;
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int m_RayMinLevelID;
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int m_RayMaxLevelID;
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int m_RayMaxIterationsID;
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int m_DepthBufferThicknessID;
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int m_InvScreenWeightDistanceID;
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int m_RayMaxScreenDistanceID;
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int m_RayBlendScreenDistanceID;
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int m_RayMarchBehindObjectsID;
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public IntParameter rayLevel = new IntParameter(2);
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public IntParameter rayMinLevel = new IntParameter(2);
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public IntParameter rayMaxLevel = new IntParameter(6);
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public IntParameter rayMaxIterations = new IntParameter(32);
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public FloatParameter depthBufferThickness = new FloatParameter(1f);
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public ClampedFloatParameter screenWeightDistance = new ClampedFloatParameter(0.1f, 0, 1);
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public ClampedFloatParameter rayMaxScreenDistance = new ClampedFloatParameter(0.3f, 0, 1);
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public ClampedFloatParameter rayBlendScreenDistance = new ClampedFloatParameter(0.1f, 0, 1);
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public BoolParameter rayMarchBehindObjects = new BoolParameter(true);
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public virtual void PushShaderParameters(CommandBuffer cmd)
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{
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cmd.SetGlobalInt(m_RayLevelID, rayLevel.value);
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cmd.SetGlobalInt(m_RayMinLevelID, rayMinLevel.value);
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cmd.SetGlobalInt(m_RayMaxLevelID, rayMaxLevel.value);
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cmd.SetGlobalInt(m_RayMaxIterationsID, rayMaxIterations.value);
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cmd.SetGlobalFloat(m_DepthBufferThicknessID, depthBufferThickness.value);
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cmd.SetGlobalFloat(m_InvScreenWeightDistanceID, 1f / screenWeightDistance.value);
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cmd.SetGlobalFloat(m_RayMaxScreenDistanceID, rayMaxScreenDistance.value);
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cmd.SetGlobalFloat(m_RayBlendScreenDistanceID, rayBlendScreenDistance.value);
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cmd.SetGlobalInt(m_RayMarchBehindObjectsID, rayMarchBehindObjects.value ? 1 : 0);
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}
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protected abstract void FetchIDs(
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out int rayLevelID,
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out int rayMinLevelID,
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out int rayMaxLevelID,
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out int rayMaxIterationsID,
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out int DepthBufferThicknessID,
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out int invScreenWeightDistanceID,
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out int rayMaxScreenDistanceID,
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out int rayBlendScreenDistanceID,
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out int rayMarchBehindObjectsID
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);
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void Awake()
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{
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FetchIDs(
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out m_RayLevelID,
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out m_RayMinLevelID,
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out m_RayMaxLevelID,
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out m_RayMaxIterationsID,
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out m_DepthBufferThicknessID,
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out m_InvScreenWeightDistanceID,
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out m_RayMaxScreenDistanceID,
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out m_RayBlendScreenDistanceID,
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out m_RayMarchBehindObjectsID
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);
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}
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}
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}
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