コード例 #1
0
        public SkyRenderingContext(IBLFilterGGX filterGGX, int resolution, bool supportsConvolution)
        {
            m_IBLFilterGGX        = filterGGX;
            m_SupportsConvolution = supportsConvolution;

            RebuildTextures(resolution);
        }
コード例 #2
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        public void Build()
        {
            // Create unititialized. Lazy initialization is performed later.
            m_iblFilterGgx = new IBLFilterGGX();

            // TODO: We need to have an API to send our sky information to Enlighten. For now use a workaround through skybox/cubemap material...
            m_StandardSkyboxMaterial = Utilities.CreateEngineMaterial("Skybox/Cubemap");

            m_CurrentUpdateTime = 0.0f;
        }
コード例 #3
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        public void Build(HDRenderPipelineAsset hdAsset, IBLFilterGGX iblFilterGGX)
        {
            m_BakingSkyRenderingContext = new SkyRenderingContext(iblFilterGGX, (int)hdAsset.renderPipelineSettings.lightLoopSettings.skyReflectionSize, false);
            m_SkyRenderingContext       = new SkyRenderingContext(iblFilterGGX, (int)hdAsset.renderPipelineSettings.lightLoopSettings.skyReflectionSize, true);

            m_StandardSkyboxMaterial      = CoreUtils.CreateEngineMaterial(hdAsset.renderPipelineResources.shaders.skyboxCubemapPS);
            m_BlitCubemapMaterial         = CoreUtils.CreateEngineMaterial(hdAsset.renderPipelineResources.shaders.blitCubemapPS);
            m_OpaqueAtmScatteringMaterial = CoreUtils.CreateEngineMaterial(hdAsset.renderPipelineResources.shaders.opaqueAtmosphericScatteringPS);

            m_LightingOverrideVolumeStack = VolumeManager.instance.CreateStack();
            m_LightingOverrideLayerMask   = hdAsset.renderPipelineSettings.lightLoopSettings.skyLightingOverrideLayerMask;
        }
コード例 #4
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        public void Build(RenderPipelineResources renderPipelinesResources)
        {
            // Create unititialized. Lazy initialization is performed later.
            m_iblFilterGgx = new IBLFilterGGX(renderPipelinesResources);

            // TODO: We need to have an API to send our sky information to Enlighten. For now use a workaround through skybox/cubemap material...
            //m_StandardSkyboxMaterial = Utilities.CreateEngineMaterial(renderPipelinesResources.skyboxCubemap);

            //m_BlitCubemapMaterial = Utilities.CreateEngineMaterial(renderPipelinesResources.blitCubemap);

            m_CurrentUpdateTime = 0.0f;
        }
コード例 #5
0
        public void Build(HDRenderPipelineAsset hdAsset, IBLFilterGGX iblFilterGGX)
        {
            m_iblFilterGgx = iblFilterGGX;

            // TODO: We need to have an API to send our sky information to Enlighten. For now use a workaround through skybox/cubemap material...
            m_StandardSkyboxMaterial = CoreUtils.CreateEngineMaterial(hdAsset.renderPipelineResources.skyboxCubemap);

            m_BlitCubemapMaterial = CoreUtils.CreateEngineMaterial(hdAsset.renderPipelineResources.blitCubemap);

            m_OpaqueAtmScatteringMaterial = CoreUtils.CreateEngineMaterial(hdAsset.renderPipelineResources.opaqueAtmosphericScattering);

            m_CurrentUpdateTime = 0.0f;
        }
コード例 #6
0
        public void Build(HDRenderPipelineAsset hdAsset, IBLFilterGGX iblFilterGGX)
        {
            m_BakingSkyRenderingContext = new SkyRenderingContext(iblFilterGGX, (int)hdAsset.renderPipelineSettings.lightLoopSettings.skyReflectionSize, false);
            m_SkyRenderingContext       = new SkyRenderingContext(iblFilterGGX, (int)hdAsset.renderPipelineSettings.lightLoopSettings.skyReflectionSize, true);

            m_StandardSkyboxMaterial      = CoreUtils.CreateEngineMaterial(hdAsset.renderPipelineResources.skyboxCubemap);
            m_BlitCubemapMaterial         = CoreUtils.CreateEngineMaterial(hdAsset.renderPipelineResources.blitCubemap);
            m_OpaqueAtmScatteringMaterial = CoreUtils.CreateEngineMaterial(hdAsset.renderPipelineResources.opaqueAtmosphericScattering);

            m_LightingOverrideVolumeStack = VolumeManager.instance.CreateStack();
            m_LightingOverrideLayerMask   = hdAsset.renderPipelineSettings.lightLoopSettings.skyLightingOverrideLayerMask;

#if UNITY_EDITOR
            m_DefaultPreviewSky = ScriptableObject.CreateInstance <ProceduralSky>();
#endif
        }
コード例 #7
0
        public PlanarReflectionProbeCache(IBLFilterGGX iblFilter, int cacheSize, int probeSize, TextureFormat probeFormat, bool isMipmaped)
        {
            // BC6H requires CPP feature not yet available
            probeFormat = TextureFormat.RGBAHalf;

            Debug.Assert(probeFormat == TextureFormat.BC6H || probeFormat == TextureFormat.RGBAHalf, "Reflection Probe Cache format for HDRP can only be BC6H or FP16.");

            m_ProbeSize    = probeSize;
            m_CacheSize    = cacheSize;
            m_TextureCache = new TextureCache2D();
            m_TextureCache.AllocTextureArray(cacheSize, probeSize, probeSize, probeFormat, isMipmaped);
            m_IBLFilterGGX = iblFilter;

            m_PerformBC6HCompression = probeFormat == TextureFormat.BC6H;

            InitializeProbeBakingStates();
        }
        public PlanarReflectionProbeCache(HDRenderPipelineAsset hdAsset, IBLFilterGGX iblFilter, int cacheSize, int probeSize, TextureFormat probeFormat, bool isMipmaped)
        {
            m_ConvertTextureMaterial = CoreUtils.CreateEngineMaterial(hdAsset.renderPipelineResources.shaders.blitCubeTextureFacePS);
            m_ConvertTextureMPB      = new MaterialPropertyBlock();

            // BC6H requires CPP feature not yet available
            probeFormat = TextureFormat.RGBAHalf;

            Debug.Assert(probeFormat == TextureFormat.BC6H || probeFormat == TextureFormat.RGBAHalf, "Reflection Probe Cache format for HDRP can only be BC6H or FP16.");

            m_ProbeSize    = probeSize;
            m_CacheSize    = cacheSize;
            m_TextureCache = new TextureCache2D("PlanarReflectionProbe");
            m_TextureCache.AllocTextureArray(cacheSize, probeSize, probeSize, probeFormat, isMipmaped);
            m_IBLFilterGGX = iblFilter;

            m_PerformBC6HCompression = probeFormat == TextureFormat.BC6H;

            InitializeProbeBakingStates();
        }