Beispiel #1
0
        public void Build(ClusterRenderPipelineResources resources)
        {
            m_Resources                = resources;
            m_FogandAOShader           = m_Resources.fogandAOCS;
            m_ColorGradingShader       = m_Resources.colorGradingCS;
            m_StencilMaskGenShader     = m_Resources.stencilMaskGenCS;
            m_ExpandMaskedBufferShader = m_Resources.expandMaskedBufferCS;

            m_StencilMaskGenerated = false;

            if (m_FogandAOShader)
            {
                m_FogandAOKernel       = m_FogandAOShader.FindKernel("FogandAO_OP");
                m_FogandAOStereoKernel = m_FogandAOShader.FindKernel("FogandAO_Array");
            }

            if (m_ColorGradingShader)
            {
                m_ColorGradingKernel = m_ColorGradingShader.FindKernel("ColorGrading");
            }

            if (m_StencilMaskGenShader)
            {
                m_StencilMaskGenKernel = m_StencilMaskGenShader.FindKernel("GradiantStencilMaskGen");
            }

            if (m_ExpandMaskedBufferShader)
            {
                m_ExpandMaskedBufferKernal = m_ExpandMaskedBufferShader.FindKernel("ExpandMaskedBuffer");
            }
        }
Beispiel #2
0
        public void Build(ClusterRenderPipelineResources resources, FrameClusterConfigration clusterConifg, ShadowInitParameters shadowInitParameters, CachedShadowSettings shadowSettings)
        {
            CubetoOctanShader = resources.CubetoOctanShader;
            if (CubetoOctanShader)
            {
                CubetoOctanKernel = CubetoOctanShader.FindKernel("CubetoOctan");
                OctanMinMipKernel = CubetoOctanShader.FindKernel("OctanMinMip");
            }

            m_ProbeLightManager.Build(resources, clusterConifg, shadowInitParameters, shadowSettings);
            m_ProbeLightManager.AllocateResolutionDependentResources((int)PROBE_RES, (int)PROBE_RES, clusterConifg);
            m_ShadowSettings   = shadowSettings;
            m_ShadowInitParams = shadowInitParameters;

            ProbeDebugMaterial = new Material(Shader.Find("Unlit/GI_ProbeDebug"));
            ProbeDebugShader   = Shader.Find("Unlit/GI_ProbeDebug");

            for (int i = 0; i < 6; i++)
            {
                RotationMatrices[i] = Matrix4x4.Rotate(rotations[i]);
                ProjectionMatrix    = Matrix4x4.Perspective(90.0f, 1, NearPlane, FarPlane);
            }
        }
 public IBLFilterGGX(ClusterRenderPipelineResources renderPipelinesResources)
 {
     m_RenderPipelinesResources = renderPipelinesResources;
 }