您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

44 行
1.5 KiB

#ifndef UNITY_LIGHT_UTILITIES_INCLUDED
#define UNITY_LIGHT_UTILITIES_INCLUDED
#include "LightDefinition.cs.hlsl"
// The EnvLightData of the sky light contains a bunch of compile-time constants.
// This function sets them directly to allow the compiler to propagate them and optimize the code.
EnvLightData InitSkyEnvLightData(int envIndex)
{
EnvLightData output;
output.envShapeType = ENVSHAPETYPE_SKY;
output.envIndex = envIndex;
output.forward = float3(0.0, 0.0, 1.0);
output.up = float3(0.0, 1.0, 0.0);
output.right = float3(1.0, 0.0, 0.0);
output.capturePositionWS = float3(0.0, 0.0, 0.0);
output.influenceExtents = float3(0.0, 0.0, 0.0);
output.blendDistancePositive = float3(0.0, 0.0, 0.0);
output.blendDistanceNegative = float3(0.0, 0.0, 0.0);
output.blendNormalDistancePositive = float3(0.0, 0.0, 0.0);
output.blendNormalDistanceNegative = float3(0.0, 0.0, 0.0);
output.boxSideFadePositive = float3(0.0, 0.0, 0.0);
output.boxSideFadeNegative = float3(0.0, 0.0, 0.0);
output.dimmer = 1.0;
return output;
}
EnvProxyData InitSkyEnvProxyData(int envIndex)
{
EnvProxyData output;
output.positionWS = float3(0.0, 0.0, 0.0);
output.envShapeType = ENVSHAPETYPE_SKY;
output.forward = float3(0.0, 0.0, 1.0);
output.up = float3(0.0, 1.0, 0.0);
output.right = float3(1.0, 0.0, 0.0);
output.minProjectionDistance = 65504.0f;
output.extents = float3(0.0, 0.0, 0.0);
return output;
}
#endif // UNITY_LIGHT_UTILITIES_INCLUDED