Beispiel #1
0
        public void LayoutShadowMaps(LightingDebugSettings lightingDebugSettings)
        {
            m_Atlas.UpdateDebugSettings(lightingDebugSettings);

            if (m_CascadeAtlas != null)
            {
                m_CascadeAtlas.UpdateDebugSettings(lightingDebugSettings);
            }

            m_AreaLightShadowAtlas.UpdateDebugSettings(lightingDebugSettings);

            if (lightingDebugSettings.shadowResolutionScaleFactor != 1.0f)
            {
                foreach (var shadowResolutionRequest in m_ShadowResolutionRequests)
                {
                    // We don't rescale the directional shadows with the global shadow scale factor
                    // because there is no dynamic atlas rescale when it overflow.
                    if (shadowResolutionRequest.shadowMapType != ShadowMapType.CascadedDirectional)
                    {
                        shadowResolutionRequest.resolution *= lightingDebugSettings.shadowResolutionScaleFactor;
                    }
                }
            }

            // Assign a position to all the shadows in the atlas, and scale shadows if needed
            if (m_CascadeAtlas != null && !m_CascadeAtlas.Layout(false))
            {
                Debug.LogError("Cascade Shadow atlasing has failed, only one directional light can cast shadows at a time");
            }
            m_Atlas.Layout();
            m_AreaLightShadowAtlas.Layout();
        }
Beispiel #2
0
        public void LayoutShadowMaps(LightingDebugSettings lightingDebugSettings)
        {
            m_Atlas.UpdateDebugSettings(lightingDebugSettings);

            if (m_CascadeAtlas != null)
            {
                m_CascadeAtlas.UpdateDebugSettings(lightingDebugSettings);
            }

            m_AreaLightShadowAtlas.UpdateDebugSettings(lightingDebugSettings);

            if (lightingDebugSettings.shadowResolutionScaleFactor != 1.0f)
            {
                foreach (var shadowResolutionRequest in m_ShadowResolutionRequests)
                {
                    shadowResolutionRequest.resolution *= lightingDebugSettings.shadowResolutionScaleFactor;
                }
            }

            // Assign a position to all the shadows in the atlas, and scale shadows if needed
            if (m_CascadeAtlas != null && !m_CascadeAtlas.Layout(false))
            {
                Debug.LogError("Cascade Shadow atlasing has failed, only one directional light can cast shadows at a time");
            }
            m_Atlas.Layout();
            m_AreaLightShadowAtlas.Layout();
        }
        public void LayoutShadowMaps(LightingDebugSettings lightingDebugSettings)
        {
            m_Atlas.UpdateDebugSettings(lightingDebugSettings);

            if (m_CascadeAtlas != null)
            {
                m_CascadeAtlas.UpdateDebugSettings(lightingDebugSettings);
            }

            if (lightingDebugSettings.shadowResolutionScaleFactor != 1.0f)
            {
                foreach (var shadowResolutionRequest in m_ShadowResolutionRequests)
                {
                    shadowResolutionRequest.resolution *= lightingDebugSettings.shadowResolutionScaleFactor;
                }
            }

            // Assign a position to all the shadows in the atlas, and scale shadows if needed
            if (m_CascadeAtlas != null && !m_CascadeAtlas.Layout(false))
            {
                Debug.LogWarning("Cascade Shadow atlasing has failed, try reducing the shadow resolution of the directional light or increase the shadow atlas size");
            }
            m_Atlas.Layout();
        }