public VXGIRenderPipeline(VXGIRenderPipelineAsset asset) { _renderer = new VXGIRenderer(this); _command = new CommandBuffer() { name = "VXGI.RenderPipeline" }; _filterSettings = new FilterRenderersSettings(true) { renderQueueRange = RenderQueueRange.opaque }; _drawRendererFlags = DrawRendererFlags.None; if (asset.dynamicBatching) { _drawRendererFlags |= DrawRendererFlags.EnableDynamicBatching; } _rendererConfiguration = RendererConfiguration.None; if (asset.environmentLighting) { _rendererConfiguration |= RendererConfiguration.PerObjectLightProbe; } if (asset.environmentReflections) { _rendererConfiguration |= RendererConfiguration.PerObjectReflectionProbes; } Shader.globalRenderPipeline = "VXGI"; GraphicsSettings.lightsUseLinearIntensity = true; GraphicsSettings.useScriptableRenderPipelineBatching = asset.SRPBatching; }
public VXGIRenderPipeline(VXGIRenderPipelineAsset asset) { _renderer = new VXGIRenderer(this); _command = new CommandBuffer() { name = "VXGI.RenderPipeline" }; _filterSettings = new FilteringSettings() { renderQueueRange = RenderQueueRange.opaque }; _perObjectData = PerObjectData.None; if (asset.environmentLighting) { _perObjectData |= PerObjectData.LightProbe; } if (asset.environmentReflections) { _perObjectData |= PerObjectData.ReflectionProbes; } Shader.globalRenderPipeline = "VXGI"; GraphicsSettings.lightsUseLinearIntensity = true; GraphicsSettings.useScriptableRenderPipelineBatching = asset.SRPBatching; }
public VXGIRenderPipeline(VXGIRenderPipelineAsset asset) { _renderer = new VXGIRenderer(this); _command = new CommandBuffer() { name = "VXGI.RenderPipeline" }; _filteringSettings = FilteringSettings.defaultValue; PerObjectData = asset.perObjectData; Shader.globalRenderPipeline = "VXGI"; GraphicsSettings.lightsUseLinearIntensity = true; GraphicsSettings.useScriptableRenderPipelineBatching = asset.SRPBatching; }
public VXGIRenderPipeline(VXGIRenderPipelineAsset asset) { _renderer = new VXGIRenderer(this); _command = new CommandBuffer() { name = "VXGIRenderPipeline" }; _filterSettings = new FilterRenderersSettings(true) { renderQueueRange = RenderQueueRange.opaque }; _drawRendererFlags = DrawRendererFlags.None; if (asset.dynamicBatching) _drawRendererFlags |= DrawRendererFlags.EnableDynamicBatching; Shader.globalRenderPipeline = "VXGI"; Shader.SetGlobalVectorArray("LightColors", new Vector4[64]); Shader.SetGlobalVectorArray("LightPositions", new Vector4[64]); GraphicsSettings.useScriptableRenderPipelineBatching = asset.SRPBatching; }