static public void Setup(_2DRendererData rendererData) { s_RendererData = rendererData; s_LightOperations = rendererData.lightOperations; if (s_RenderTargets == null) { s_RenderTargets = new RenderTargetHandle[s_LightOperations.Length]; s_RenderTargets[0].Init("_ShapeLightTexture0"); s_RenderTargets[1].Init("_ShapeLightTexture1"); s_RenderTargets[2].Init("_ShapeLightTexture2"); s_RenderTargets[3].Init("_ShapeLightTexture3"); s_RenderTargetsDirty = new bool[s_LightOperations.Length]; } if (s_NormalsTarget.id == 0) { s_NormalsTarget.Init("_NormalMap"); } // The array size should be determined by the number of 'feature bit' the material index has. See GetLightMaterialIndex(). // Not all slots must be filled because certain combinations of the feature bits don't make sense (e.g. sprite bit on + shape bit off). if (s_LightMaterials == null) { s_LightMaterials = new Material[k_NumberOfLightMaterials]; } }
public Render2DLightingPass(_2DRendererData rendererData) { if (s_SortingLayers == null) { s_SortingLayers = SortingLayer.layers; } m_RendererData = rendererData; }
public _2DRenderer(_2DRendererData data) : base(data) { m_Render2DLightingPass = new Render2DLightingPass(data); m_PostProcessPass = new PostProcessPass(RenderPassEvent.BeforeRenderingPostProcessing); m_FinalBlitPass = new FinalBlitPass(RenderPassEvent.AfterRendering, CoreUtils.CreateEngineMaterial(data.blitShader)); }
public _2DRenderer(_2DRendererData data) : base(data) { m_Render2DLightingPass = new Render2DLightingPass(data); }