Пример #1
0
        public override async System.Threading.Tasks.Task InitDefaultResource(EngineNS.GamePlay.GGameInstanceDesc gameDesc)
        {
            //PrebuildPassData.DefaultShadingEnvs = PrebuildPassData.InitPbrShadingEnvs(RenderContext);
            //PrebuildPassData.DefaultShadingEnvs = PrebuildPassData.InitNprShadingEnvs(RenderContext);
            PrebuildPassData.DefaultShadingEnvs = PrebuildPassData.InitEditorMobileShadingEnv(RenderContext);

            await base.InitDefaultResource(gameDesc);

            CEngine.UseInstancing = true;
            //this.EngineTimeScale = 0.1f;
        }
Пример #2
0
        public override async System.Threading.Tasks.Task InitDefaultResource(EngineNS.GamePlay.GGameInstanceDesc gameDesc)
        {
            //PrebuildPassData.DefaultShadingEnvs = PrebuildPassData.InitFullShadingEnvs(RenderContext);
            PrebuildPassData.DefaultShadingEnvs = PrebuildPassData.InitEditorMobileShadingEnv(RenderContext);

            //await EngineNS.Graphics.CGfxEffectDesc.CheckRebuildShaders();

            if (Desc.LoadAllShaders)
            {
                await EngineNS.Graphics.CGfxEffectDesc.LoadAllShaders(this.RenderContext);
            }

            //这个Rebuild Shader cache的行为,还是在编辑器发布游戏的时候做吧。
            await EngineNS.Graphics.CGfxEffectDesc.BuildCachesWhenCleaned(this.RenderContext);

            await base.InitDefaultResource(gameDesc);


            //PrebuildPassData.DefaultShadingEnvs = PrebuildPassData.InitNprShadingEnvs(RenderContext);
        }