예제 #1
0
 public void Setup(
     ScriptableRenderContext context, CullingResults cullingResults,
     ShadowSettings settings)
 {
     this.context            = context;
     this.cullingResults     = cullingResults;
     this.settings           = settings;
     shadowedDirLightCount   = 0;
     shadowedOtherLightCount = 0;
     useShadowMask           = false;
 }
예제 #2
0
 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();
 }
예제 #3
0
 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();
 }