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; }
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); }