public L2DLPipeline ( L2DLPipelineSettings pipelineSettings, L2DLDirectLightData directLightData, L2DLIndirectLightData indirectLightData, L2DLBufferTextures textureToView, L2DLDebugSettings debugSettings ) { // Setup some of the pipeline settings L2DLPipelineData.s_backgroundDepthFromCamera = pipelineSettings.m_backgroundDepthFromCamera; L2DLPipelineData.m_drawingSettingsOpaque = new DrawingSettings(new ShaderTagId("SRPDefaultUnlit"), L2DLPipelineData.SortingSettingsOpaque) { enableDynamicBatching = pipelineSettings.m_dynamicBatching, enableInstancing = pipelineSettings.m_instancing }; L2DLPipelineData.m_drawingSettingsTransparent = new DrawingSettings(new ShaderTagId("SRPDefaultUnlit"), L2DLPipelineData.SortingSettingsTransparent) { enableDynamicBatching = pipelineSettings.m_dynamicBatching, enableInstancing = pipelineSettings.m_instancing }; L2DLPipelineData.s_emulateNoComputeShaderSupport = debugSettings.m_emulateNoComputeShaderSupport; m_cameraRenderer = new L2DLCameraRenderer(directLightData, indirectLightData, textureToView); }
// -------------------------------------------------------------------- // Initilisation // -------------------------------------------------------------------- // -------------------------------------------------------------------- public L2DLCameraRenderer ( L2DLDirectLightData directLightData, L2DLIndirectLightData indirectLightData, L2DLBufferTextures textureToView ) { GraphicsSettings.lightsUseLinearIntensity = true; TextureToView = textureToView; m_directLightRenderer = new L2DLDirectLightRenderer(directLightData); m_indirectLightRenderer = new L2DLIndirectLightRenderer(indirectLightData); m_indirectLightData = indirectLightData; CameraRenderInstance = this; }