Ejemplo n.º 1
0
        private short GetCameraSortingLayerBoundsIndex()
        {
            SortingLayer[] sortingLayers = Light2DManager.GetCachedSortingLayer();
            for (short i = 0; i < sortingLayers.Length; i++)
            {
                if (sortingLayers[i].id == m_Renderer2DData.cameraSortingLayerTextureBound)
                {
                    return((short)sortingLayers[i].value);
                }
            }

            return(short.MinValue);
        }
Ejemplo n.º 2
0
        public static void RenderLights(this IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmd, int layerToRender, ref LayerBatch layerBatch, ref RenderTextureDescriptor rtDesc)
        {
            var blendStyles = pass.rendererData.lightBlendStyles;

            for (var i = 0; i < blendStyles.Length; ++i)
            {
                if ((layerBatch.lightStats.blendStylesUsed & (uint)(1 << i)) == 0)
                {
                    continue;
                }

                var sampleName = blendStyles[i].name;
                cmd.BeginSample(sampleName);

                if (!Light2DManager.GetGlobalColor(layerToRender, i, out var clearColor))
                {
                    clearColor = Color.black;
                }

                var anyLights = (layerBatch.lightStats.blendStylesWithLights & (uint)(1 << i)) != 0;

                var desc = rtDesc;
                if (!anyLights) // No lights -- create tiny texture
                {
                    desc.width = desc.height = 4;
                }
                var identifier = layerBatch.GetRTId(cmd, desc, i);

                cmd.SetRenderTarget(identifier,
                                    RenderBufferLoadAction.DontCare,
                                    RenderBufferStoreAction.Store,
                                    RenderBufferLoadAction.DontCare,
                                    RenderBufferStoreAction.DontCare);
                cmd.ClearRenderTarget(false, true, clearColor);

                if (anyLights)
                {
                    RenderLightSet(
                        pass, renderingData,
                        i,
                        cmd,
                        layerToRender,
                        identifier,
                        pass.rendererData.lightCullResult.visibleLights
                        );
                }

                cmd.EndSample(sampleName);
            }
        }