C# 클래스 TressFX.TressFXOITLight

상속: UnityEngine.MonoBehaviour
파일 보기 프로젝트 열기: kennux/TressFXUnity 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
_lights List
blockerDistanceScale float
fallbackFilterWidth float
fiberSpacing float
lightFarSize float
lightNearSize float
sceneCaptureDistance float
selfShadowMapSize int
shadowBias float
shadowMapSize int

공개 메소드들

메소드 설명
Awake ( ) : void

Initializes the oit light.

ClearShadowMaps ( ) : void

Clears all shadowmaps this light has.

GetLightInfo ( Vector4 &position, Vector4 &data, Vector4 &lightColor ) : void

Returns the light info data for the shader (for this light).

GetShadowInfo ( Matrix4x4 &data, Matrix4x4 &shadowMatrix ) : void

Gets all shadow mapping information the shader requires for a light.

GetShadowMatrix ( ) : Matrix4x4
IsVisible ( TressFXOITRenderer renderer ) : bool
OnDestroy ( ) : void
RenderSelfShadows ( TressFXOITRenderer renderer ) : void

Renders the selfshadow map for this light and the specified renderer.

RenderShadows ( ) : void

Renders the scene shadow map for this light.

SetSelfShadowParameters ( Material evalMaterial ) : void

Sets the self shadowmapping parameters of this light to the specified evaluation material.

Update ( ) : void

메소드 상세

Awake() 공개 메소드

Initializes the oit light.
public Awake ( ) : void
리턴 void

ClearShadowMaps() 공개 메소드

Clears all shadowmaps this light has.
public ClearShadowMaps ( ) : void
리턴 void

GetLightInfo() 공개 메소드

Returns the light info data for the shader (for this light).
public GetLightInfo ( Vector4 &position, Vector4 &data, Vector4 &lightColor ) : void
position UnityEngine.Vector4 The position passed in the shader, for format specification look into TressFX_Lighting.cginc
data UnityEngine.Vector4 The data passed in the shader, for format specification look into TressFX_Lighting.cginc
lightColor UnityEngine.Vector4
리턴 void

GetShadowInfo() 공개 메소드

Gets all shadow mapping information the shader requires for a light.
public GetShadowInfo ( Matrix4x4 &data, Matrix4x4 &shadowMatrix ) : void
data UnityEngine.Matrix4x4 The data matrix which should get passed into the evaluation shader.
shadowMatrix UnityEngine.Matrix4x4 The shadow matrix which should get passed into the evaluation shader.
리턴 void

GetShadowMatrix() 공개 메소드

public GetShadowMatrix ( ) : Matrix4x4
리턴 UnityEngine.Matrix4x4

IsVisible() 공개 메소드

public IsVisible ( TressFXOITRenderer renderer ) : bool
renderer TressFXOITRenderer
리턴 bool

OnDestroy() 공개 메소드

public OnDestroy ( ) : void
리턴 void

RenderSelfShadows() 공개 메소드

Renders the selfshadow map for this light and the specified renderer.
public RenderSelfShadows ( TressFXOITRenderer renderer ) : void
renderer TressFXOITRenderer
리턴 void

RenderShadows() 공개 메소드

Renders the scene shadow map for this light.
public RenderShadows ( ) : void
리턴 void

SetSelfShadowParameters() 공개 메소드

Sets the self shadowmapping parameters of this light to the specified evaluation material.
public SetSelfShadowParameters ( Material evalMaterial ) : void
evalMaterial UnityEngine.Material
리턴 void

Update() 공개 메소드

public Update ( ) : void
리턴 void

프로퍼티 상세

_lights 공개적으로 정적으로 프로퍼티

Collection of all lights. Not sorted! When a new light gets registered, lightListDirty is set to false.
public static List _lights
리턴 List

blockerDistanceScale 공개적으로 프로퍼티

public float blockerDistanceScale
리턴 float

fallbackFilterWidth 공개적으로 프로퍼티

public float fallbackFilterWidth
리턴 float

fiberSpacing 공개적으로 프로퍼티

public float fiberSpacing
리턴 float

lightFarSize 공개적으로 프로퍼티

public float lightFarSize
리턴 float

lightNearSize 공개적으로 프로퍼티

public float lightNearSize
리턴 float

sceneCaptureDistance 공개적으로 프로퍼티

public float sceneCaptureDistance
리턴 float

selfShadowMapSize 공개적으로 프로퍼티

public int selfShadowMapSize
리턴 int

shadowBias 공개적으로 프로퍼티

public float shadowBias
리턴 float

shadowMapSize 공개적으로 프로퍼티

public int shadowMapSize
리턴 int