コード例 #1
0
 protected override void Render(ScriptableRenderContext context, Camera[] cameras)
 {
     foreach (Camera camera in cameras)
     {
         renderer.Render(context, camera, allowHDR, useDynamicBatching, useGPUInstancing, useLightsPerObject, shadowSettings, postFXSettings, colorLUTResolution);
     }
 }
コード例 #2
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="context">可以做很多事,比如设置全局的vp矩阵,shader中用于矩阵变换;执行CommandBuffer;设置渲染目标等</param>
 /// <param name="cameras"></param>
 protected override void Render(ScriptableRenderContext context, Camera[] cameras)
 {
     for (int i = 0; i < cameras.Length; i++)
     {
         _render.Render(context, cameras[i], _gpuInstancing, _dynamicBatch, _shadowSettings);
     }
 }
コード例 #3
0
 protected override void Render(ScriptableRenderContext context, Camera[] cameras)
 {
     foreach (Camera c in cameras)
     {
         m_cameraRender.Render(context, c, useDynamicBatching, useGPUInstancing);
     }
 }
コード例 #4
0
 protected override void Render(ScriptableRenderContext context, Camera[] cameras)
 {
     foreach (Camera camera in cameras)
     {
         renderer.Render(context, camera, useDynamicBatching, useGPUInstancing, shadowSettings);
     }
 }
コード例 #5
0
 /// <summary>
 /// Unity每一帧都会调用CustomRenderPipeline实例的Render()方法进行画面渲染,
 /// 该方法是SRP的入口,进行渲染时底层接口会调用它并传递两个参数,
 /// 一个是ScriptableRenderContext对象,一个是Camera[]对象。
 /// </summary>
 /// <param name="context"></param>
 /// <param name="cameras"></param>
 protected override void Render(ScriptableRenderContext context, Camera[] cameras)
 {
     foreach (var camera in cameras)
     {
         _cameraRender.Render(context, camera);
     }
 }
コード例 #6
0
 protected override void Render(ScriptableRenderContext context, Camera[] cameras)
 {
     BeginFrameRendering(context, cameras);
     foreach (Camera camera in cameras)
     {
         BeginCameraRendering(context, camera);
         renderer.Render(context, camera, useDynamicBatching, useGPUInstancing, shadowSettings);
         EndCameraRendering(context, camera);
     }
     EndFrameRendering(context, cameras);
 }