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47 行
2.0 KiB
47 行
2.0 KiB
//-----------------------------------------------------------------------------
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// Configuration
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//-----------------------------------------------------------------------------
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namespace UnityEngine.Rendering.HighDefinition
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{
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[GenerateHLSL(PackingRules.Exact)]
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public enum HDShadowFilteringQuality
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{
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Low = 0,
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Medium = 1,
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High = 2,
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}
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[GenerateHLSL(PackingRules.Exact)]
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public enum ShaderOptions
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{
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CameraRelativeRendering = 1, // Rendering sets the origin of the world to the position of the primary (scene view) camera
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PreExposition = 1,
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PrecomputedAtmosphericAttenuation = 0, // Precomputes atmospheric attenuation for the directional light on the CPU, which makes it independent from the fragment's position, which is faster but wrong
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#if ENABLE_RAYTRACING
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Raytracing = 1,
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#else
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Raytracing = 0,
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#endif
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#if ENABLE_VR
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XrMaxViews = 2, // Used for single-pass rendering (with fast path in vertex shader code when forced to 2)
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#else
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XrMaxViews = 1,
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#endif
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AreaLights = 1,
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DeferredShadowFiltering = HDShadowFilteringQuality.Medium
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};
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// Note: #define can't be use in include file in C# so we chose this way to configure both C# and hlsl
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// Changing a value in this enum Config here require to regenerate the hlsl include and recompile C# and shaders
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public class ShaderConfig
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{
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public static int s_CameraRelativeRendering = (int)ShaderOptions.CameraRelativeRendering;
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public static int s_PreExposition = (int)ShaderOptions.PreExposition;
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public static int s_XrMaxViews = (int)ShaderOptions.XrMaxViews;
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public static int s_PrecomputedAtmosphericAttenuation = (int)ShaderOptions.PrecomputedAtmosphericAttenuation;
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public static int s_AreaLights = (int)ShaderOptions.AreaLights;
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public static HDShadowFilteringQuality s_DeferredShadowFiltering = (HDShadowFilteringQuality)ShaderOptions.DeferredShadowFiltering;
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}
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}
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