protected override void Init(PipelineResources resources) { aoEvents = RenderPipeline.GetEvent <AOEvents>(renderingPath); probeBuffer = new ComputeBuffer(maximumProbe, sizeof(ReflectionData)); lightingEvents = RenderPipeline.GetEvent <LightingEvent>(renderingPath); reflectionIndices = new ComputeBuffer(CBDRSharedData.XRES * CBDRSharedData.YRES * CBDRSharedData.ZRES * (maximumProbe + 1), sizeof(int)); string old = "_ReflectionCubeMap"; string newStr = new string(' ', old.Length + 1); reflectionCubemapIDs = new NativeList <int>(maximumProbe, maximumProbe, Allocator.Persistent); fixed(char *ctr = old) { fixed(char *newCtr = newStr) { for (int i = 0; i < old.Length; ++i) { newCtr[i] = ctr[i]; } for (int i = 0; i < reflectionCubemapIDs.Length; ++i) { newCtr[old.Length] = (char)(i + 48); reflectionCubemapIDs[i] = Shader.PropertyToID(newStr); } } } }
protected override void Init(PipelineResources resources) { linearMat = new Material(resources.shaders.linearDepthShader); linearDrawerMat = new Material(resources.shaders.linearDrawerShader); motionVecMat = new Material(resources.shaders.motionVectorShader); if (useHiZ) { hizDepth.InitHiZ(resources, new Vector2(Screen.width, Screen.height)); clusterMat = new Material(resources.shaders.clusterRenderShader); } ao = RenderPipeline.GetEvent <AOEvents>(); reflection = RenderPipeline.GetEvent <ReflectionEvent>(); proper = RenderPipeline.GetEvent <PropertySetEvent>(); downSampleMat = new Material(resources.shaders.depthDownSample); }
protected override void Init(PipelineResources resources) { decalEvt.Init(resources); linearMat = new Material(resources.shaders.linearDepthShader); linearDrawerMat = new Material(resources.shaders.linearDrawerShader); if (useHiZ) { #if UNITY_EDITOR if (Application.isPlaying) { #endif hizDepth.InitHiZ(resources); clusterMat = new Material(resources.shaders.clusterRenderShader); #if UNITY_EDITOR } #endif } ao = RenderPipeline.GetEvent <AOEvents>(); reflection = RenderPipeline.GetEvent <ReflectionEvent>(); proper = RenderPipeline.GetEvent <PropertySetEvent>(); }
protected override void Init(PipelineResources resources) { decalEvt.Init(resources); linearMat = new Material(resources.shaders.linearDepthShader); linearDrawerMat = new Material(resources.shaders.linearDrawerShader); motionVecMat = new Material(resources.shaders.motionVectorShader); if (useHiZ) { #if UNITY_EDITOR if (Application.isPlaying) { #endif hizDepth.InitHiZ(resources, new Vector2(Screen.width, Screen.height)); clusterMat = new Material(resources.shaders.clusterRenderShader); #if UNITY_EDITOR } #endif } ao = RenderPipeline.GetEvent <AOEvents>(); reflection = RenderPipeline.GetEvent <ReflectionEvent>(); proper = RenderPipeline.GetEvent <PropertySetEvent>(); downSampleMat = new Material(resources.shaders.depthDownSample); }