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using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEditor.Experimental.Rendering
{
class SerializedFrameSettings
{
public SerializedProperty root;
public SerializedProperty enableShadow;
public SerializedProperty enableSSR;
public SerializedProperty enableSSAO;
public SerializedProperty enableSSSAndTransmission;
public SerializedProperty diffuseGlobalDimmer;
public SerializedProperty specularGlobalDimmer;
public SerializedProperty enableForwardRenderingOnly;
public SerializedProperty enableDepthPrepassWithDeferredRendering;
public SerializedProperty enableAlphaTestOnlyInDeferredPrepass;
public SerializedProperty enableTransparentPrepass;
public SerializedProperty enableMotionVectors;
public SerializedProperty enableObjectMotionVectors;
public SerializedProperty enableDBuffer;
public SerializedProperty enableAtmosphericScattering;
public SerializedProperty enableRoughRefraction;
public SerializedProperty enableTransparentPostpass;
public SerializedProperty enableDistortion;
public SerializedProperty enablePostprocess;
public SerializedProperty enableStereo;
public SerializedProperty enableAsyncCompute;
public SerializedProperty enableOpaqueObjects;
public SerializedProperty enableTransparentObjects;
public SerializedProperty enableMSAA;
public SerializedProperty enableShadowMask;
public SerializedLightLoopSettings lightLoopSettings;
public SerializedFrameSettings(SerializedProperty root)
{
this.root = root;
enableShadow = root.Find((FrameSettings d) => d.enableShadow);
enableSSR = root.Find((FrameSettings d) => d.enableSSR);
enableSSAO = root.Find((FrameSettings d) => d.enableSSAO);
enableSSSAndTransmission = root.Find((FrameSettings d) => d.enableSSSAndTransmission);
diffuseGlobalDimmer = root.Find((FrameSettings d) => d.diffuseGlobalDimmer);
specularGlobalDimmer = root.Find((FrameSettings d) => d.specularGlobalDimmer);
enableForwardRenderingOnly = root.Find((FrameSettings d) => d.enableForwardRenderingOnly);
enableDepthPrepassWithDeferredRendering = root.Find((FrameSettings d) => d.enableDepthPrepassWithDeferredRendering);
enableAlphaTestOnlyInDeferredPrepass = root.Find((FrameSettings d) => d.enableAlphaTestOnlyInDeferredPrepass);
enableTransparentPrepass = root.Find((FrameSettings d) => d.enableTransparentPrepass);
enableMotionVectors = root.Find((FrameSettings d) => d.enableMotionVectors);
enableObjectMotionVectors = root.Find((FrameSettings d) => d.enableObjectMotionVectors);
enableDBuffer = root.Find((FrameSettings d) => d.enableDBuffer);
enableAtmosphericScattering = root.Find((FrameSettings d) => d.enableAtmosphericScattering);
enableRoughRefraction = root.Find((FrameSettings d) => d.enableRoughRefraction);
enableTransparentPostpass = root.Find((FrameSettings d) => d.enableTransparentPostpass);
enableDistortion = root.Find((FrameSettings d) => d.enableDistortion);
enablePostprocess = root.Find((FrameSettings d) => d.enablePostprocess);
enableStereo = root.Find((FrameSettings d) => d.enableStereo);
enableAsyncCompute = root.Find((FrameSettings d) => d.enableAsyncCompute);
enableOpaqueObjects = root.Find((FrameSettings d) => d.enableOpaqueObjects);
enableTransparentObjects = root.Find((FrameSettings d) => d.enableTransparentObjects);
enableMSAA = root.Find((FrameSettings d) => d.enableMSAA);
enableShadowMask = root.Find((FrameSettings d) => d.enableShadowMask);
lightLoopSettings = new SerializedLightLoopSettings(root.Find((FrameSettings d) => d.lightLoopSettings));
}
}
}