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Game.ArtPipeline.Impostors.BakeMaterials

Assembly: Game.ArtPipeline
Namespace: Game.ArtPipeline.Impostors

Type: class public

Base: System.Object
Implements: System.IDisposable

Code

public class BakeMaterials : System.IDisposable
{
    private UnityEngine.Material m_DilateMaterial;
    private UnityEngine.Material m_BlitMaterial;
    private UnityEngine.Material m_BlitAlphaToAlphaMaterial;
    private UnityEngine.Material m_BlitRedToAlphaMaterial;
    private UnityEngine.Material m_BlitAlphaToRedMaterial;
    private UnityEngine.Material m_ConvertDepthMaterial;
    private UnityEngine.Material m_ConvertDepthNormalizedMaterial;
    private UnityEngine.MaterialPropertyBlock m_PropertyBlock;
    private System.Collections.Generic.Dictionary<UnityEngine.Shader, Game.ArtPipeline.Impostors.BakingScene+MaterialBinding> m_UserBakingMaterials;
    private static readonly System.Int32 m_RawDepthRTId;
    private static readonly System.Int32 m_DilatedColorRTId;
    private static readonly System.Int32 m_DilatedMaskRTId;
    private static readonly System.Int32 m_SaveMaskRTId;
    private static readonly System.Int32 m_MainTexId;
    private static readonly System.Int32 m_MaskTexId;

    public BakeMaterials();

    private System.Void ClearUserBakingMaterials();
    private System.Void CompleteFillInMaterial(Game.ArtPipeline.Impostors.BakeMaterials+SurfaceData[] surfaces, Game.ArtPipeline.Impostors.BakeMaterials+MaterialBinding[] bindings, Game.ArtPipeline.Impostors.BakingScene scene, Game.ArtPipeline.Impostors.ImpostorSettings settings, Game.ArtPipeline.Impostors.ImpostorRenderingSettings renderSettings, Game.ArtPipeline.Impostors.GeneratedAssets assets);
    private System.Void CompleteUserFillInMaterial(Game.ArtPipeline.Impostors.BakeMaterials+MaterialBinding[] bindings, Game.ArtPipeline.Impostors.BakingScene scene, Game.ArtPipeline.Impostors.ImpostorSettings settings, Game.ArtPipeline.Impostors.ImpostorRenderingSettings renderSettings, Game.ArtPipeline.Impostors.GeneratedAssets assets, System.Collections.Generic.Dictionary<UnityEngine.Shader, UnityEngine.Material> userShaderBindings, UnityEngine.Rendering.CommandBuffer userCmd);
    private static System.Void CreateDefaultMaterialBindings(Game.ArtPipeline.Impostors.ImpostorSettings settings, Game.ArtPipeline.Impostors.BakeMaterials+MaterialBinding[]& bindings, Game.ArtPipeline.Impostors.BakeMaterials+SurfaceData[]& surfaces);
    private static System.Void CreateFillInMaterial(UnityEngine.Rendering.CommandBuffer cmd, Game.ArtPipeline.Impostors.BakeMaterials+MaterialBinding[] bindings, UnityEngine.Material renderingMaterial, Game.ArtPipeline.Impostors.GeneratedAssets assets);
    private static Game.ArtPipeline.Impostors.BakeMaterials+MaterialBinding[] CreateUserMaterialBindings(Game.ArtPipeline.Impostors.ImpostorSettings settings, Game.ArtPipeline.Impostors.BakeMaterials+TextureBinding[] outputUserTextures);
    public System.Void DilateOutput(UnityEngine.RenderTexture rt, UnityEngine.RenderTexture dilated, System.Int32 dilationWidth);
    public System.Void DilateOutputs(UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.RenderTexture[] rts, UnityEngine.RenderTexture maskTexture, System.Int32 dilationWidth);
    public System.Void Dispose();
    public System.Void GenerateMaterialImpostor(Game.ArtPipeline.Impostors.BakingScene scene, Game.ArtPipeline.Impostors.ImpostorSettings settings, Game.ArtPipeline.Impostors.ImpostorRenderingSettings renderSettings, Game.ArtPipeline.Impostors.GeneratedAssets generatedAssets, System.Collections.Generic.Dictionary<UnityEngine.Shader, UnityEngine.Material> userShaderBindings, UnityEngine.Rendering.CommandBuffer commandBuffer);
    private System.Void GenerateMultiPassImpostor(Game.ArtPipeline.Impostors.BakingScene scene, Game.ArtPipeline.Impostors.Sphericalshot sphericalshot, Game.ArtPipeline.Impostors.BakeMaterials+SurfaceData[] surfaces, System.Int32 dilateWidth);
    private System.Void GenerateUserImpostor(UnityEngine.Rendering.CommandBuffer cmd, Game.ArtPipeline.Impostors.BakingScene scene, Game.ArtPipeline.Impostors.Sphericalshot sphericalShot, Game.ArtPipeline.Impostors.BakeMaterials+MaterialBinding[] bindings, System.Collections.Generic.Dictionary<UnityEngine.Shader, UnityEngine.Material> userShaderBindings, Game.ArtPipeline.Impostors.ImpostorRenderingSettings renderSettings, System.Int32 dilateWidth);
    public static System.Void PrepareRenderTexture(UnityEngine.RenderTexture rt, UnityEngine.Color color);
    public static System.Void Repack(Game.ArtPipeline.Impostors.BakeMaterials+Packing packing, UnityEngine.RenderTexture input, UnityEngine.RenderTexture output);
    private static System.Void SetAssetMaterialTexture(UnityEngine.Material material, UnityEngine.Texture2D tex, Game.ArtPipeline.Impostors.BakeMaterials+TextureBinding binding, System.Boolean isSpherical);
}

Fields

  • private UnityEngine.Material m_DilateMaterial
private UnityEngine.Material m_DilateMaterial;
  • private UnityEngine.Material m_BlitMaterial
private UnityEngine.Material m_BlitMaterial;
  • private UnityEngine.Material m_BlitAlphaToAlphaMaterial
private UnityEngine.Material m_BlitAlphaToAlphaMaterial;
  • private UnityEngine.Material m_BlitRedToAlphaMaterial
private UnityEngine.Material m_BlitRedToAlphaMaterial;
  • private UnityEngine.Material m_BlitAlphaToRedMaterial
private UnityEngine.Material m_BlitAlphaToRedMaterial;
  • private UnityEngine.Material m_ConvertDepthMaterial
private UnityEngine.Material m_ConvertDepthMaterial;
  • private UnityEngine.Material m_ConvertDepthNormalizedMaterial
private UnityEngine.Material m_ConvertDepthNormalizedMaterial;
  • private UnityEngine.MaterialPropertyBlock m_PropertyBlock
private UnityEngine.MaterialPropertyBlock m_PropertyBlock;
  • private System.Collections.Generic.Dictionary<UnityEngine.Shader, Game.ArtPipeline.Impostors.BakingScene+MaterialBinding> m_UserBakingMaterials
private System.Collections.Generic.Dictionary<UnityEngine.Shader, Game.ArtPipeline.Impostors.BakingScene+MaterialBinding> m_UserBakingMaterials;
  • private static readonly System.Int32 m_RawDepthRTId
private static readonly System.Int32 m_RawDepthRTId;
  • private static readonly System.Int32 m_DilatedColorRTId
private static readonly System.Int32 m_DilatedColorRTId;
  • private static readonly System.Int32 m_DilatedMaskRTId
private static readonly System.Int32 m_DilatedMaskRTId;
  • private static readonly System.Int32 m_SaveMaskRTId
private static readonly System.Int32 m_SaveMaskRTId;
  • private static readonly System.Int32 m_MainTexId
private static readonly System.Int32 m_MainTexId;
  • private static readonly System.Int32 m_MaskTexId
private static readonly System.Int32 m_MaskTexId;

Constructors

  • public BakeMaterials()
public BakeMaterials();

Methods

  • private ClearUserBakingMaterials() : System.Void
private System.Void ClearUserBakingMaterials();
  • private CompleteFillInMaterial(Game.ArtPipeline.Impostors.BakeMaterials+SurfaceData[] surfaces, Game.ArtPipeline.Impostors.BakeMaterials+MaterialBinding[] bindings, Game.ArtPipeline.Impostors.BakingScene scene, Game.ArtPipeline.Impostors.ImpostorSettings settings, Game.ArtPipeline.Impostors.ImpostorRenderingSettings renderSettings, Game.ArtPipeline.Impostors.GeneratedAssets assets) : System.Void
private System.Void CompleteFillInMaterial(Game.ArtPipeline.Impostors.BakeMaterials+SurfaceData[] surfaces, Game.ArtPipeline.Impostors.BakeMaterials+MaterialBinding[] bindings, Game.ArtPipeline.Impostors.BakingScene scene, Game.ArtPipeline.Impostors.ImpostorSettings settings, Game.ArtPipeline.Impostors.ImpostorRenderingSettings renderSettings, Game.ArtPipeline.Impostors.GeneratedAssets assets);
  • private CompleteUserFillInMaterial(Game.ArtPipeline.Impostors.BakeMaterials+MaterialBinding[] bindings, Game.ArtPipeline.Impostors.BakingScene scene, Game.ArtPipeline.Impostors.ImpostorSettings settings, Game.ArtPipeline.Impostors.ImpostorRenderingSettings renderSettings, Game.ArtPipeline.Impostors.GeneratedAssets assets, System.Collections.Generic.Dictionary<UnityEngine.Shader, UnityEngine.Material> userShaderBindings, UnityEngine.Rendering.CommandBuffer userCmd = null) : System.Void
private System.Void CompleteUserFillInMaterial(Game.ArtPipeline.Impostors.BakeMaterials+MaterialBinding[] bindings, Game.ArtPipeline.Impostors.BakingScene scene, Game.ArtPipeline.Impostors.ImpostorSettings settings, Game.ArtPipeline.Impostors.ImpostorRenderingSettings renderSettings, Game.ArtPipeline.Impostors.GeneratedAssets assets, System.Collections.Generic.Dictionary<UnityEngine.Shader, UnityEngine.Material> userShaderBindings, UnityEngine.Rendering.CommandBuffer userCmd);
  • private static CreateDefaultMaterialBindings(Game.ArtPipeline.Impostors.ImpostorSettings settings, Game.ArtPipeline.Impostors.BakeMaterials+MaterialBinding[]& bindings, Game.ArtPipeline.Impostors.BakeMaterials+SurfaceData[]& surfaces) : System.Void
private static System.Void CreateDefaultMaterialBindings(Game.ArtPipeline.Impostors.ImpostorSettings settings, Game.ArtPipeline.Impostors.BakeMaterials+MaterialBinding[]& bindings, Game.ArtPipeline.Impostors.BakeMaterials+SurfaceData[]& surfaces);
  • private static CreateFillInMaterial(UnityEngine.Rendering.CommandBuffer cmd, Game.ArtPipeline.Impostors.BakeMaterials+MaterialBinding[] bindings, UnityEngine.Material renderingMaterial, Game.ArtPipeline.Impostors.GeneratedAssets assets) : System.Void
private static System.Void CreateFillInMaterial(UnityEngine.Rendering.CommandBuffer cmd, Game.ArtPipeline.Impostors.BakeMaterials+MaterialBinding[] bindings, UnityEngine.Material renderingMaterial, Game.ArtPipeline.Impostors.GeneratedAssets assets);
  • private static CreateUserMaterialBindings(Game.ArtPipeline.Impostors.ImpostorSettings settings, Game.ArtPipeline.Impostors.BakeMaterials+TextureBinding[] outputUserTextures) : Game.ArtPipeline.Impostors.BakeMaterials+MaterialBinding[]
private static Game.ArtPipeline.Impostors.BakeMaterials+MaterialBinding[] CreateUserMaterialBindings(Game.ArtPipeline.Impostors.ImpostorSettings settings, Game.ArtPipeline.Impostors.BakeMaterials+TextureBinding[] outputUserTextures);
  • public DilateOutput(UnityEngine.RenderTexture rt, UnityEngine.RenderTexture dilated, System.Int32 dilationWidth = 16) : System.Void
public System.Void DilateOutput(UnityEngine.RenderTexture rt, UnityEngine.RenderTexture dilated, System.Int32 dilationWidth);
  • public DilateOutputs(UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.RenderTexture[] rts, UnityEngine.RenderTexture maskTexture, System.Int32 dilationWidth = 16) : System.Void
public System.Void DilateOutputs(UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.RenderTexture[] rts, UnityEngine.RenderTexture maskTexture, System.Int32 dilationWidth);
  • public Dispose() : System.Void
public System.Void Dispose();
  • public GenerateMaterialImpostor(Game.ArtPipeline.Impostors.BakingScene scene, Game.ArtPipeline.Impostors.ImpostorSettings settings, Game.ArtPipeline.Impostors.ImpostorRenderingSettings renderSettings, Game.ArtPipeline.Impostors.GeneratedAssets generatedAssets, System.Collections.Generic.Dictionary<UnityEngine.Shader, UnityEngine.Material> userShaderBindings, UnityEngine.Rendering.CommandBuffer commandBuffer = null) : System.Void
public System.Void GenerateMaterialImpostor(Game.ArtPipeline.Impostors.BakingScene scene, Game.ArtPipeline.Impostors.ImpostorSettings settings, Game.ArtPipeline.Impostors.ImpostorRenderingSettings renderSettings, Game.ArtPipeline.Impostors.GeneratedAssets generatedAssets, System.Collections.Generic.Dictionary<UnityEngine.Shader, UnityEngine.Material> userShaderBindings, UnityEngine.Rendering.CommandBuffer commandBuffer);
  • private GenerateMultiPassImpostor(Game.ArtPipeline.Impostors.BakingScene scene, Game.ArtPipeline.Impostors.Sphericalshot sphericalshot, Game.ArtPipeline.Impostors.BakeMaterials+SurfaceData[] surfaces, System.Int32 dilateWidth) : System.Void
private System.Void GenerateMultiPassImpostor(Game.ArtPipeline.Impostors.BakingScene scene, Game.ArtPipeline.Impostors.Sphericalshot sphericalshot, Game.ArtPipeline.Impostors.BakeMaterials+SurfaceData[] surfaces, System.Int32 dilateWidth);
  • private GenerateUserImpostor(UnityEngine.Rendering.CommandBuffer cmd, Game.ArtPipeline.Impostors.BakingScene scene, Game.ArtPipeline.Impostors.Sphericalshot sphericalShot, Game.ArtPipeline.Impostors.BakeMaterials+MaterialBinding[] bindings, System.Collections.Generic.Dictionary<UnityEngine.Shader, UnityEngine.Material> userShaderBindings, Game.ArtPipeline.Impostors.ImpostorRenderingSettings renderSettings, System.Int32 dilateWidth) : System.Void
private System.Void GenerateUserImpostor(UnityEngine.Rendering.CommandBuffer cmd, Game.ArtPipeline.Impostors.BakingScene scene, Game.ArtPipeline.Impostors.Sphericalshot sphericalShot, Game.ArtPipeline.Impostors.BakeMaterials+MaterialBinding[] bindings, System.Collections.Generic.Dictionary<UnityEngine.Shader, UnityEngine.Material> userShaderBindings, Game.ArtPipeline.Impostors.ImpostorRenderingSettings renderSettings, System.Int32 dilateWidth);
  • public static PrepareRenderTexture(UnityEngine.RenderTexture rt, UnityEngine.Color color) : System.Void
public static System.Void PrepareRenderTexture(UnityEngine.RenderTexture rt, UnityEngine.Color color);
  • public static Repack(Game.ArtPipeline.Impostors.BakeMaterials+Packing packing, UnityEngine.RenderTexture input, UnityEngine.RenderTexture output) : System.Void
public static System.Void Repack(Game.ArtPipeline.Impostors.BakeMaterials+Packing packing, UnityEngine.RenderTexture input, UnityEngine.RenderTexture output);
  • private static SetAssetMaterialTexture(UnityEngine.Material material, UnityEngine.Texture2D tex, Game.ArtPipeline.Impostors.BakeMaterials+TextureBinding binding, System.Boolean isSpherical) : System.Void
private static System.Void SetAssetMaterialTexture(UnityEngine.Material material, UnityEngine.Texture2D tex, Game.ArtPipeline.Impostors.BakeMaterials+TextureBinding binding, System.Boolean isSpherical);

Nested types

  • Game.ArtPipeline.Impostors.BakeMaterials+SurfaceData
  • Game.ArtPipeline.Impostors.BakeMaterials+TextureBinding
  • Game.ArtPipeline.Impostors.BakeMaterials+MaterialBinding
  • Game.ArtPipeline.Impostors.BakeMaterials+Packing
  • Game.ArtPipeline.Impostors.BakeMaterials+ShaderPass