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