Ejemplo n.º 1
0
        public void Read(AssetReader reader)
        {
            if (IsReadBuildTargetString(reader.Version))
            {
                string buildTarget = reader.ReadStringAligned();
                BuildTarget = StringToBuildGroup(buildTarget);
            }
            else
            {
                BuildTarget = (BuildTargetGroup)reader.ReadInt32();
            }
            if (IsReadTier(reader.Version))
            {
                Tier = (GraphicsTier)reader.ReadInt32();
            }

            if (IsReadPlatfromSettings(reader.Version))
            {
                PlatformShaderSettings settings = reader.Read <PlatformShaderSettings>();
                Settings = new TierGraphicsSettingsEditor(settings, reader.Version, reader.Flags);
            }
            else
            {
                Settings.Read(reader);
            }

            Automatic = reader.ReadBoolean();
            reader.AlignStream(AlignType.Align4);
        }
Ejemplo n.º 2
0
 public TierSettings(PlatformShaderSettings settings, Platform platfrom, GraphicsTier tier, Version version, TransferInstructionFlags flags)
 {
     BuildTarget = platfrom.PlatformToBuildGroup();
     Tier        = tier;
     Settings    = new TierGraphicsSettingsEditor(settings, version, flags);
     Automatic   = false;
 }
Ejemplo n.º 3
0
 public TierGraphicsSettingsEditor(PlatformShaderSettings settings, Version version, TransferInstructionFlags flags)
 {
     StandardShaderQuality = settings.GetStandardShaderQuality(version, flags);
     RenderingPath         = RenderingPath.Forward;
     HdrMode            = CameraHDRMode.FP16;
     RealtimeGICPUUsage = RealtimeGICPUUsage.Low;
     UseReflectionProbeBoxProjection = settings.GetUseReflectionProbeBoxProjection(version, flags);
     UseReflectionProbeBlending      = settings.GetUseReflectionProbeBlending(version, flags);
     UseHDR                = true;
     UseDetailNormalMap    = true;
     UseCascadedShadowMaps = true;
     Prefer32BitShadowMaps = false;
     EnableLPPV            = true;
     UseDitherMaskForAlphaBlendedShadows = true;
 }