public void Setup( ScriptableRenderContext context, CullingResults cullingResults, ShadowSettings settings ) { this.context = context; this.cullingResults = cullingResults; this.settings = settings; shadowedDirLightCount = shadowedOtherLightCount = 0; useShadowMask = false; }
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(); }
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(); }
public CustomRP(bool useDynamicBatching, bool useGPUInstancing, bool useSRPBatcher, ShadowSettings shadowSettings) { _useDynamicBatching = useDynamicBatching; _useGPUInstancing = useGPUInstancing; _useSRPBatcher = useSRPBatcher; _shadowSettings = shadowSettings; GraphicsSettings.useScriptableRenderPipelineBatching = _useSRPBatcher; GraphicsSettings.lightsUseLinearIntensity = true; }