Ejemplo n.º 1
0
 public MyRenderPipeline(XPipelineAsset asset)
 {
     _pipelineAsset = asset;
     //_clusterRenderingCS = _pipelineAsset.clusterRenderingCS;
     _clusterRenderingCS    = Resources.Load <ComputeShader>("ClusterRendering");
     _clusterLightCullingCS = Resources.Load <ComputeShader>("ClusterLightCulling");
     _clusterComputeKernel  = _clusterRenderingCS.FindKernel("ClusterCompute");
     _lightCullingKernel    = _clusterLightCullingCS.FindKernel("ClusterLightCulling");
 }
Ejemplo n.º 2
0
 public XPipelineShaderPreprocessor()
 {
     instance      = this;
     pipelineAsset = GraphicsSettings.renderPipelineAsset as XPipelineAsset;
     if (pipelineAsset == null)
     {
         return;
     }
     stripCascadedShadows = !pipelineAsset.HasShadowCascade;
     stripLODCrossFading  = !pipelineAsset.HasLODCrossFading;
 }
Ejemplo n.º 3
0
 public MyRenderPipeline(XPipelineAsset asset)
 {
     _pipelineAsset = asset;
     //_clusterRenderingCS = _pipelineAsset.clusterRenderingCS;
     _clusterRenderingCS    = Resources.Load <ComputeShader>("ClusterRendering");
     _clusterLightCullingCS = Resources.Load <ComputeShader>("ClusterLightCulling");
     _debugLightingCS       = Resources.Load <ComputeShader>("DebugLighting");
     _clusterComputeKernel  = _clusterRenderingCS.FindKernel("ClusterCompute");
     _lightCullingKernel    = _clusterLightCullingCS.FindKernel("ClusterLightCulling");
     _debugLightingKernel   = _debugLightingCS.FindKernel("DebugLightting");
     depthTargetTextureId   = Shader.PropertyToID("depthTexture");
     colorTargetTextureId   = Shader.PropertyToID("sceneTexture");
     _LightHeatTexture      = Resources.Load <Texture2D>("lightHeat");
 }