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38 行
1.6 KiB
38 行
1.6 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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// All the structures here represent global engine settings.
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// It means that they are supposed to be setup once and not changed during the game.
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// All of these will be serialized in the HDRenderPipelineInstance used for the project.
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[Serializable]
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public class GlobalTextureSettings
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{
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public const int kHDDefaultSpotCookieSize = 128;
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public const int kHDDefaultPointCookieSize = 512;
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public const int kHDDefaultReflectionCubemapSize = 128;
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public int spotCookieSize = kHDDefaultSpotCookieSize;
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public int pointCookieSize = kHDDefaultPointCookieSize;
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public int reflectionCubemapSize = kHDDefaultReflectionCubemapSize;
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public bool reflectionCacheCompressed = false;
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}
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[Serializable]
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public class GlobalRenderingSettings
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{
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public bool useForwardRenderingOnly; // TODO: Currently there is no way to strip the extra forward shaders generated by the shaders compiler, so we can switch dynamically.
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public bool useDepthPrepassWithDeferredRendering;
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public bool renderAlphaTestOnlyInDeferredPrepass;
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// We have to fall back to forward-only rendering when scene view is using wireframe rendering mode --
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// as rendering everything in wireframe + deferred do not play well together
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public bool ShouldUseForwardRenderingOnly()
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{
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return useForwardRenderingOnly || GL.wireframe;
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}
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}
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}
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