protected ShadowmapBase(ref BaseInit initializer) { m_Width = initializer.width; m_Height = initializer.height; m_Slices = initializer.slices; m_ShadowmapBits = initializer.shadowmapBits; m_ShadowmapFormat = initializer.shadowmapFormat; m_SamplerState = initializer.samplerState; m_CompSamplerState = initializer.comparisonSamplerState; m_ClearColor = initializer.clearColor; m_WidthRcp = 1.0f / initializer.width; m_HeightRcp = 1.0f / initializer.height; m_MaxPayloadCount = initializer.maxPayloadCount; m_ShadowSupport = initializer.shadowSupport; m_ShadowId = 0; if (IsNativeDepth() && m_Slices > 1) { // TODO: Right now when using any of the SetRendertarget functions we ultimately end up in RenderTextureD3D11.cpp // SetRenderTargetD3D11Internal. This function sets the correct slice only for RTVs, whereas depth textures only // support one DSV. So there's currently no way to have individual DSVs per slice to render into (ignoring going through a geometry shader and selecting the slice there). Debug.LogError("Unity does not allow direct rendering into specific depth slices, yet. Defaulting back to one array slice."); m_Slices = 1; } }
public Login() { BaseInit baseDriver = new BaseInit(); InstaDriver = baseDriver.CreateAndOpenDriver(); }
static void Main(string[] args) { BaseInit init = null; init.Run(); }