예제 #1
0
파일: Lit.cs 프로젝트: fly204/BakedGI_Unity
        public override void Build(ClusterRenderPipeLineAsset hdAsset)
        {
            //m_InitPreFGD = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/PreIntegratedFGD");

            //m_PreIntegratedFGD = new RenderTexture(128, 128, 0, RenderTextureFormat.ARGB2101010, RenderTextureReadWrite.Linear);
            //m_PreIntegratedFGD.hideFlags = HideFlags.HideAndDontSave;
            //m_PreIntegratedFGD.filterMode = FilterMode.Bilinear;
            //m_PreIntegratedFGD.wrapMode = TextureWrapMode.Clamp;
            //m_PreIntegratedFGD.hideFlags = HideFlags.DontSave;
            //m_PreIntegratedFGD.name = CoreUtils.GetRenderTargetAutoName(128, 128, RenderTextureFormat.ARGB2101010, "PreIntegratedFGD");
            //m_PreIntegratedFGD.Create();

            //m_LtcData = new Texture2DArray(k_LtcLUTResolution, k_LtcLUTResolution, 3, TextureFormat.RGBAHalf, false /*mipmap*/, true /* linear */)
            //{
            //    hideFlags = HideFlags.HideAndDontSave,
            //    wrapMode = TextureWrapMode.Clamp,
            //    filterMode = FilterMode.Bilinear,
            //    name = CoreUtils.GetTextureAutoName(k_LtcLUTResolution, k_LtcLUTResolution, TextureFormat.RGBAHalf, depth: 3, dim: TextureDimension.Tex2DArray, name: "LTC_LUT")
            //};

            //LoadLUT(m_LtcData, 0, TextureFormat.RGBAHalf,   s_LtcGGXMatrixData);
            //LoadLUT(m_LtcData, 1, TextureFormat.RGBAHalf,   s_LtcDisneyDiffuseMatrixData);
            //// TODO: switch to RGBA64 when it becomes available.
            //LoadLUT(m_LtcData, 2, TextureFormat.RGBAHalf,   s_LtcGGXMagnitudeData, s_LtcGGXFresnelData, s_LtcDisneyDiffuseMagnitudeData);

            //m_LtcData.Apply();

            //m_isInit = false;
        }
예제 #2
0
 // Regular interface
 public virtual void Build(ClusterRenderPipeLineAsset hdAsset)
 {
 }