public MyRenderPipeline(XPipelineAsset asset) { _pipelineAsset = asset; //_clusterRenderingCS = _pipelineAsset.clusterRenderingCS; _clusterRenderingCS = Resources.Load <ComputeShader>("ClusterRendering"); _clusterLightCullingCS = Resources.Load <ComputeShader>("ClusterLightCulling"); _clusterComputeKernel = _clusterRenderingCS.FindKernel("ClusterCompute"); _lightCullingKernel = _clusterLightCullingCS.FindKernel("ClusterLightCulling"); }
public XPipelineShaderPreprocessor() { instance = this; pipelineAsset = GraphicsSettings.renderPipelineAsset as XPipelineAsset; if (pipelineAsset == null) { return; } stripCascadedShadows = !pipelineAsset.HasShadowCascade; stripLODCrossFading = !pipelineAsset.HasLODCrossFading; }
public MyRenderPipeline(XPipelineAsset asset) { _pipelineAsset = asset; //_clusterRenderingCS = _pipelineAsset.clusterRenderingCS; _clusterRenderingCS = Resources.Load <ComputeShader>("ClusterRendering"); _clusterLightCullingCS = Resources.Load <ComputeShader>("ClusterLightCulling"); _debugLightingCS = Resources.Load <ComputeShader>("DebugLighting"); _clusterComputeKernel = _clusterRenderingCS.FindKernel("ClusterCompute"); _lightCullingKernel = _clusterLightCullingCS.FindKernel("ClusterLightCulling"); _debugLightingKernel = _debugLightingCS.FindKernel("DebugLightting"); depthTargetTextureId = Shader.PropertyToID("depthTexture"); colorTargetTextureId = Shader.PropertyToID("sceneTexture"); _LightHeatTexture = Resources.Load <Texture2D>("lightHeat"); }