Пример #1
0
        public LightweightRenderPipeline(LightweightRenderPipelineAsset asset)
        {
            settings = PipelineSettings.Create(asset);
            renderer = new ScriptableRenderer(asset);

            SetSupportedRenderingFeatures();

            GraphicsSettings.useScriptableRenderPipelineBatching = asset.useSRPBatcher;

            PerFrameBuffer._GlossyEnvironmentColor = Shader.PropertyToID("_GlossyEnvironmentColor");
            PerFrameBuffer._SubtractiveShadowColor = Shader.PropertyToID("_SubtractiveShadowColor");

            PerCameraBuffer._InvCameraViewProj  = Shader.PropertyToID("_InvCameraViewProj");
            PerCameraBuffer._ScaledScreenParams = Shader.PropertyToID("_ScaledScreenParams");

            // Let engine know we have MSAA on for cases where we support MSAA backbuffer
            if (QualitySettings.antiAliasing != settings.msaaSampleCount)
            {
                QualitySettings.antiAliasing = settings.msaaSampleCount;
            }

            Shader.globalRenderPipeline = "LightweightPipeline";

            Lightmapping.SetDelegate(lightsDelegate);

            CameraCaptureBridge.enabled = true;
        }
        public LightweightPipeline(LightweightPipelineAsset asset)
        {
            m_PipelineSettings = PipelineSettings.Create(asset);

            SetSupportedRenderingFeatures();
            SetPipelineCapabilities(asset);

            PerFrameBuffer._GlossyEnvironmentColor = Shader.PropertyToID("_GlossyEnvironmentColor");
            PerFrameBuffer._SubtractiveShadowColor = Shader.PropertyToID("_SubtractiveShadowColor");

            PerCameraBuffer._InvCameraViewProj  = Shader.PropertyToID("_InvCameraViewProj");
            PerCameraBuffer._ScaledScreenParams = Shader.PropertyToID("_ScaledScreenParams");
            m_Renderer = new ScriptableRenderer(asset);

            // Let engine know we have MSAA on for cases where we support MSAA backbuffer
            if (QualitySettings.antiAliasing != m_PipelineSettings.msaaSampleCount)
            {
                QualitySettings.antiAliasing = m_PipelineSettings.msaaSampleCount;
            }

            Shader.globalRenderPipeline = "LightweightPipeline";
        }