public void Setup(ScriptableRenderContext context, CullingResults cullingResults, TeaShadowSettings settings) { this.context = context; this.cullingResults = cullingResults; this.settings = settings; ShadowedDirectionalLightCount = 0; useShadowMask = false; }
public TeaRenderPipeline(bool useDynamicBatching, bool useGPUInstancing, bool useSRPBatcher, TeaShadowSettings shadowSettings) { //LightMapShadowMask(); this.shadowSettings = shadowSettings; this.useDynamicBatching = useDynamicBatching; this.useGPUInstancing = useGPUInstancing; GraphicsSettings.useScriptableRenderPipelineBatching = useSRPBatcher; GraphicsSettings.lightsUseLinearIntensity = true; }
public void Setup(ScriptableRenderContext context, CullingResults cullingResults, TeaShadowSettings shadowSettings) { this.cullingResults = cullingResults; buffer.BeginSample(bufferName); shadows.Setup(context, cullingResults, shadowSettings); SetupLights(); shadows.Render(); buffer.EndSample(bufferName); context.ExecuteCommandBuffer(buffer); buffer.Clear(); }
public void Render(ScriptableRenderContext context, Camera camera, bool useDynamicBatching, bool useGPUInstancing, TeaShadowSettings shadowSettings) { this.context = context; this.camera = camera; PrepareBuffer(); PrepareForSceneWindow(); if (!Cull(shadowSettings.maxDistance)) { return; } buffer.BeginSample(SampleName); ExcuteBuffer(); lighting.Setup(context, cullingResults, shadowSettings); buffer.EndSample(SampleName); Setup(); DrawVisibleGeometry(useDynamicBatching, useGPUInstancing); DrawUnsupportedShaders(); DrawGizmos(); lighting.Cleanup(); Submit(); }