private void RenderOverlayThumbnailIfNeeded()
 {
     if (this.m_RenderOverlayThumbnailOnce && Event.current.type == EventType.Repaint && this.m_SelectedCubemapInfo != null)
     {
         this.m_SelectedCubemap = this.m_SelectedCubemapInfo.cubemap;
         RenderTexture active = RenderTexture.active;
         RenderTexture.active = LookDevResources.m_SelectionTexture;
         LookDevResources.m_LookDevCubeToLatlong.SetTexture("_MainTex", this.m_SelectedCubemap);
         LookDevResources.m_LookDevCubeToLatlong.SetVector("_WindowParams", new Vector4(this.m_displayRect.height, -1000f, 2f, 1f));
         LookDevResources.m_LookDevCubeToLatlong.SetVector("_CubeToLatLongParams", new Vector4(0.0174532924f * this.m_SelectedCubemapInfo.angleOffset, 0.5f, 1f, 0f));
         LookDevResources.m_LookDevCubeToLatlong.SetPass(0);
         LookDevView.DrawFullScreenQuad(new Rect(0f, 0f, 250f, 125f));
         RenderTexture.active = active;
         this.m_RenderOverlayThumbnailOnce = false;
     }
 }
Esempio n. 2
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        private void RenderOverlayThumbnailIfNeeded()
        {
            // An environment was selected, stores the corresponding latlong texture for later overlay rendering
            if (m_RenderOverlayThumbnailOnce && Event.current.type == EventType.Repaint && m_SelectedCubemapInfo != null)
            {
                m_SelectedCubemap = m_SelectedCubemapInfo.cubemap;

                RenderTexture oldActive = RenderTexture.active;
                RenderTexture.active = LookDevResources.m_SelectionTexture;
                LookDevResources.m_LookDevCubeToLatlong.SetTexture("_MainTex", m_SelectedCubemap);
                LookDevResources.m_LookDevCubeToLatlong.SetVector("_WindowParams", new Vector4(m_displayRect.height, -1000.0f, 2, 1.0f)); // Doesn't matter but let's match DrawLatLongThumbnail settings,-1000.0f to be sure to not have clipping issue (we should not clip normally but don't want to create a new shader)
                LookDevResources.m_LookDevCubeToLatlong.SetVector("_CubeToLatLongParams", new Vector4(Mathf.Deg2Rad * m_SelectedCubemapInfo.angleOffset, 0.5f, 1.0f, 0.0f));
                LookDevResources.m_LookDevCubeToLatlong.SetPass(0);
                LookDevView.DrawFullScreenQuad(new Rect(0, 0, m_HDRIWidth, m_latLongHeight));
                RenderTexture.active = oldActive;

                m_RenderOverlayThumbnailOnce = false;
            }
        }