public override void Create()
        {
#if UNITY_EDITOR
            Shader.WarmupAllShaders();
            if (m_CameraReflectionComputeShader == null)
            {
                m_CameraReflectionComputeShader = UnityEditor.AssetDatabase.LoadAssetAtPath <ComputeShader>("Assets/Shaders/Compute/PlanarReflection.compute");
            }
#endif
            m_NormalPass = new SRP_NormalTexture()
            {
                renderPassEvent = RenderPassEvent.AfterRenderingSkybox
            };
            m_PostProcesssing_Opaque = new SRP_ComponentBasedPostProcess()
            {
                renderPassEvent = RenderPassEvent.AfterRenderingSkybox
            };
            m_PostProcesssing_AfterAll = new SRP_ComponentBasedPostProcess()
            {
                renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing
            };
            m_Reflection = new SRP_Reflection(m_PlanarReflectionData, m_CameraReflectionComputeShader);
        }
示例#2
0
 public SRP_PlanarReflection_ScreenSpace(SRP_Reflection _reflection, ComputeShader _reflectionCS) : base(_reflection)
 {
     m_ReflectionComputeShader = _reflectionCS;
 }
示例#3
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 public SRP_PlanarReflection_MirrorSpace(SRP_Reflection _reflection) : base(_reflection)
 {
     m_ShaderTagIDs.FillWithDefaultTags();
 }
示例#4
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 protected SRP_PlanarReflectionBase(SRP_Reflection _reflection)
 {
     renderPassEvent = RenderPassEvent.AfterRenderingSkybox + 1;
     m_Reflection    = _reflection;
 }