Example #1
0
        public override void UpdateShaderPermutationEntry(ForwardLightingRenderFeature.LightShaderPermutationEntry shaderEntry)
        {
            // TODO: Some kind of sort?

            foreach (var cubemap in lightShaderGroupsPerSkybox)
            {
                shaderEntry.EnvironmentLights.Add(cubemap.Value);
            }
        }
Example #2
0
        public override void UpdateShaderPermutationEntry(ForwardLightingRenderFeature.LightShaderPermutationEntry shaderEntry)
        {
            // Sort to make sure we generate the same permutations
            lightShaderGroups.Sort(LightShaderGroupComparer.Default);

            foreach (var lightShaderGroup in lightShaderGroups)
            {
                if (IsEnvironmentLight)
                {
                    shaderEntry.EnvironmentLights.Add(lightShaderGroup.Value);
                }
                else
                {
                    shaderEntry.DirectLightGroups.Add(lightShaderGroup.Value);
                }
            }
        }
 public override void UpdateShaderPermutationEntry(ForwardLightingRenderFeature.LightShaderPermutationEntry shaderEntry)
 {
     shaderEntry.DirectLightGroups.Add(pointGroup);
     shaderEntry.DirectLightGroups.Add(spotGroup);
 }
 public override void UpdateShaderPermutationEntry(ForwardLightingRenderFeature.LightShaderPermutationEntry shaderEntry)
 {
 }
Example #5
0
 public abstract void UpdateShaderPermutationEntry(ForwardLightingRenderFeature.LightShaderPermutationEntry shaderEntry);
Example #6
0
 public override void UpdateShaderPermutationEntry(ForwardLightingRenderFeature.LightShaderPermutationEntry shaderEntry)
 {
     // Always merge ambient lighting code to avoid shader permutations
     shaderEntry.EnvironmentLights.Add(lightShaderGroup);
 }
Example #7
0
 public override void UpdateShaderPermutationEntry(ForwardLightingRenderFeature.LightShaderPermutationEntry shaderEntry)
 {
     shaderEntry.EnvironmentLights.Add(lightShaderGroup);
 }