public void Setup( ScriptableRenderContext context, CullingResults cullingResults, ShadowSettings settings) { this.context = context; this.cullingResults = cullingResults; this.settings = settings; shadowedDirLightCount = 0; shadowedOtherLightCount = 0; useShadowMask = false; }
public CustomRenderPipeline( bool useDynamicBatching, bool useGPUInstancing, bool useSRPBatcher, bool useLightsPerObject, ShadowSettings shadowSettings, PostFxSettings postFxSettings) { this.postFxSettings = postFxSettings; this.shadowSettings = shadowSettings; this.useDynamicBatching = useDynamicBatching; this.useGPUInstancing = useGPUInstancing; this.useLightsPerObject = useLightsPerObject; GraphicsSettings.useScriptableRenderPipelineBatching = useSRPBatcher; GraphicsSettings.lightsUseLinearIntensity = true; InitializeForEditor(); }
public void Setup( ScriptableRenderContext context, CullingResults cullingResults, ShadowSettings shadowSettings, bool useLightsPerObject ) { this.cullingResults = cullingResults; buffer.BeginSample(bufferName); shadows.Setup(context, cullingResults, shadowSettings); SetupLights(useLightsPerObject); shadows.Render(); buffer.EndSample(bufferName); context.ExecuteCommandBuffer(buffer); buffer.Clear(); }