Esempio n. 1
0
    void Update()
    {
        if (loading)
        {
            return;
        }

        if (Input.GetKeyDown(KeyCode.A))
        {
            Debug.Log("Culling Now");
            cullingType = CullingType.Custom;
        }
        if (Input.GetKeyDown(KeyCode.B))
        {
            Debug.Log("No Longer Culling");
            EnableAllChunks(world);
            cullingType = CullingType.None;
        }

        // Cull the scene
        if (cullingType == CullingType.Custom)
        {
            Cull(playerTransform, world);
        }
    }
        public CullingShader(ComputeShader shader, CullingType type = CullingType.Remove)
        {
            _shader = shader;
            switch (type)
            {
            case CullingType.Remove:
                _cullKernel = new ComputeKernel(ShaderFunctions.Fade, _shader);
                break;

            case CullingType.Fade:
                _cullKernel = new ComputeKernel(ShaderFunctions.Remove, _shader);
                break;
            }


            _cullKernel.SetBuffer(ComputeShaderID.indirectBuffer, _indirectInputBuffer);
        }
Esempio n. 3
0
 static extern void SceneNode_SetAutomaticCulling(IntPtr scenenode, CullingType enabled);