public PerObjectBloomRenderer() { m_Blur = new CommandBufferBlur(); m_BlurTemp1 = Shader.PropertyToID("_Temp1"); m_BlurTemp2 = Shader.PropertyToID("_Temp2"); m_MaskedBrightnessBlit = CoreUtils.CreateEngineMaterial(k_MaskedBightnessBlitShader); m_AdditiveBlit = CoreUtils.CreateEngineMaterial(k_AdditiveBlitShader); }
void InitializeDebug(Mesh debugProbeMesh, Shader debugProbeShader) { m_DebugMesh = debugProbeMesh; m_DebugMaterial = CoreUtils.CreateEngineMaterial(debugProbeShader); m_DebugMaterial.enableInstancing = true; // Hard-coded colors for now. Debug.Assert(ProbeBrickIndex.kMaxSubdivisionLevels == 7); // Update list if this changes. subdivisionDebugColors[0] = new Color(1.0f, 0.0f, 0.0f); subdivisionDebugColors[1] = new Color(0.0f, 1.0f, 0.0f); subdivisionDebugColors[2] = new Color(0.0f, 0.0f, 1.0f); subdivisionDebugColors[3] = new Color(1.0f, 1.0f, 0.0f); subdivisionDebugColors[4] = new Color(1.0f, 0.0f, 1.0f); subdivisionDebugColors[5] = new Color(0.0f, 1.0f, 1.0f); subdivisionDebugColors[6] = new Color(0.5f, 0.5f, 0.5f); RegisterDebug(); }
void InitializeDebug(Mesh debugProbeMesh, Shader debugProbeShader) { m_DebugMesh = debugProbeMesh; m_DebugMaterial = CoreUtils.CreateEngineMaterial(debugProbeShader); m_DebugMaterial.enableInstancing = true; // Hard-coded colors for now. Debug.Assert(ProbeBrickIndex.kMaxSubdivisionLevels == 7); // Update list if this changes. subdivisionDebugColors[0] = new Color(1.0f, 0.0f, 0.0f); subdivisionDebugColors[1] = new Color(0.0f, 1.0f, 0.0f); subdivisionDebugColors[2] = new Color(0.0f, 0.0f, 1.0f); subdivisionDebugColors[3] = new Color(1.0f, 1.0f, 0.0f); subdivisionDebugColors[4] = new Color(1.0f, 0.0f, 1.0f); subdivisionDebugColors[5] = new Color(0.0f, 1.0f, 1.0f); subdivisionDebugColors[6] = new Color(0.5f, 0.5f, 0.5f); RegisterDebug(); #if UNITY_EDITOR UnityEditor.Lightmapping.lightingDataCleared += OnClearLightingdata; #endif }