public override void Render(CB_WorkerGroupBase group) { CB_Shadow shadow = (CB_Shadow)group; var cb = lightCB.buf; mat.SetMatrix("_vp", group.camManager.GetMatrixVP()); mat.SetMatrix("_v", group.camManager.GetMatrixV()); cb.Clear(); Matrix4x4 ma = Matrix4x4.TRS(root.position, root.rotation, root.lossyScale); cb.SetGlobalTexture("_ShadowMapTexture", BuiltinRenderTextureType.CurrentActive); cb.SetRenderTarget(shadow.rt); if (clear) { cb.ClearRenderTarget(false, true, new Color(0, 0, 0, 0)); } mat.EnableKeyword("SHADOWS_CUBE"); mat.EnableKeyword("SHADOWS_CUBE_IN_DEPTH_TEX"); mat.SetVector("_LPos", lightCB.ml.transform.position); cb.DrawMesh(group.mesh, ma, mat); }
public virtual void Render(CB_WorkerGroupBase group) { }
public override void OnInspectorGUI() { base.OnInspectorGUI(); worker = (CB_WorkerGroupBase)target; CB_WorkerBaseInspector.ShowParams("模糊参数", worker.matParamsOther[0], worker.mat_2_blur, worker); }