コード例 #1
0
	private void OnCameraPreCull ( Camera camera ) {
		if (!camera)
			return;
		
		if (_excludedCameras.Contains(camera))
			return;

		#if UNITY_EDITOR
			// The frame debugger is rendered through a temporary "Camera", and we
			// shouldn't interfere with that. If the camera we're dealing with is
			// used for an editor preview, then ignore it.
			if (camera.cameraType == CameraType.Preview)
				return;
		#endif
		
		MetaballCameraConfiguration cameraConfig = null;
		if (_cameraConfigs.ContainsKey(camera)) {
			cameraConfig = _cameraConfigs[camera];
		}else{
			cameraConfig = _cameraConfigs[camera] = new MetaballCameraConfiguration(camera);
			//config.cullingGroup.SetBoundingSpheres(_chargeBounds);
		}
		
		BindSurfaceProperties();
		BindCameraProperties( cameraConfig );

		// Field pre-pass currently disabled. The additional performance gain isn't worth the
		// hassle of regenerating the commandbuffer on the fly. Plus, the lack of 3D blit support
		// means that each depth slice of the field texture has to be blitted separately.
		// I may be able to unroll the 3D texture into a packed 2D texture down the line.
		//Graphics.ExecuteCommandBuffer( cameraConfig.fieldPrepass );
		Graphics.ExecuteCommandBuffer( cameraConfig.vertexPrepass );
		Graphics.DrawMesh( cameraConfig.sampleMesh, Matrix4x4.identity, isosurfaceMaterial, 0, camera );
	}
コード例 #2
0
	private void BindCameraProperties ( MetaballCameraConfiguration config ) {
		Shader.SetGlobalVectorArray( "_CameraFrustumCorners", config.GetFrustumCorners() );
		Shader.SetGlobalVector( "_CameraWorldPosition", config.camera.transform.position );
		Shader.SetGlobalVector( "_Isosurface_VoxelResolution", config.sampleResolution );
		Shader.SetGlobalTexture( "_Isosurface_VertexTexture", config.vertexTexture );
	}