Exemplo n.º 1
0
 public void Setup(
     ScriptableRenderContext context, CullingResults cullingResults,
     ShadowSettings settings
     )
 {
     this.context          = context;
     this.cullingResults   = cullingResults;
     this.settings         = settings;
     shadowedDirLightCount = shadowedOtherLightCount = 0;
     useShadowMask         = false;
 }
Exemplo n.º 2
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();
 }
Exemplo n.º 3
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        public void Setup(ScriptableRenderContext context, CullingResults cullingResults,
                          ShadowSettings shadowSettings)
        {
            _buffer.BeginSample(_bufferName);

            _shadows.Setup(context, cullingResults, shadowSettings);
            SetupLights(cullingResults);
            _shadows.Render();

            _buffer.EndSample(_bufferName);

            context.ExecuteCommandBuffer(_buffer);
            _buffer.Clear();
        }
 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();
 }
Exemplo n.º 5
0
        public CustomRP(bool useDynamicBatching, bool useGPUInstancing, bool useSRPBatcher, ShadowSettings shadowSettings)
        {
            _useDynamicBatching = useDynamicBatching;
            _useGPUInstancing   = useGPUInstancing;
            _useSRPBatcher      = useSRPBatcher;
            _shadowSettings     = shadowSettings;

            GraphicsSettings.useScriptableRenderPipelineBatching = _useSRPBatcher;
            GraphicsSettings.lightsUseLinearIntensity            = true;
        }