Ethans Graphics Kit
Collection of graphics effects for the game engine Unity3D(version 5.3.1 specifically).
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Inherits MonoBehaviour.
Public Types | |
enum | RenderingPath { RenderingPath.ForwardUnlit = 0, RenderingPath.Deferred = 1 } |
enum | GlobalIlluminationQuality { GlobalIlluminationQuality.VeryLow = 32, GlobalIlluminationQuality.Low = 64, GlobalIlluminationQuality.Medium = 128, GlobalIlluminationQuality.High = 256, GlobalIlluminationQuality.VeryHigh = 512 } |
enum | GlobalIlluminationUpdateMode { GlobalIlluminationUpdateMode.NoUpdating = 0, GlobalIlluminationUpdateMode.Delayed = 1, GlobalIlluminationUpdateMode.Realtime = 2 } |
Public Member Functions | |
void | UpdateSettings () |
Updates/refreshes settings. More... | |
void | UpdateLightingPass () |
Update deferred lighting pass(used for updating dynamic directional/point lights). More... | |
void | UpdateBackgroundSettings () |
Update background color/skybox changes made to camera/scene. More... | |
void | OnPreRenderMainCamera (Camera mainCam) |
bool | UpdateGlobalIllumination () |
Attempts to update global illumination, returns true if started updating successfully. More... | |
void | DisplayRenderResult (RenderTexture src, RenderTexture dst) |
bool | IsGlobalIlluminationUpdating () |
void | UpdateBrightnessScale () |
Update brightness More... | |
long | GetRAMUsage () |
RenderTexture | Create3DRenderTexture (int width, int height, int depth, RenderTextureFormat rtf) |
void | OnDrawGizmosSelected () |
Static Public Member Functions | |
static bool | IsDGISupported () |
Public Attributes | |
float | renderScale = 1.0f |
Screen render scale. More... | |
FilterMode | renderScaleFilterMode = FilterMode.Bilinear |
Render scale texture filter. More... | |
RenderingPath | renderingPath = RenderingPath.Deferred |
Rendering path. More... | |
LightingSystemCameraDisplay | deferredCameraDisplay = null |
LightingSystemCameraDisplay component attached to main camera, used for deferred rendering. More... | |
GlobalIlluminationQuality | quality = GlobalIlluminationQuality.Low |
Global illumination lightmap quality. More... | |
float | lightmapDistance = 512.0f |
Global illumination lightmap distance(similiar to shadow distance). More... | |
bool | levelOfDetailCascade = false |
Use half of the lightmap resolution to create a lower resolution GI map to cover more view distance. More... | |
float | levelOfDetailCascadeScale = 16.0f |
Scale of lower resolution lightmap cascade. More... | |
GlobalIlluminationUpdateMode | updateMode = GlobalIlluminationUpdateMode.Delayed |
Global illumination voxel map update priority. More... | |
LayerMask | cullingMask = -1 |
Global illumination culling mask, objects in this culling mask will effect global illumination. More... | |
float | backgroundLightIntensity = 1.0f |
Intensity of the light from the background(skybox or clear color). More... | |
Vector3 | brightnessScale = Vector3.one |
Brightness scale. More... | |
bool | realtimeFinalGather = true |
Real-time diffuse global illumination through a real-time final gather, very expensive. More... | |
int | denoiseIterations = 1 |
Number of denoising iterations applied to screen, a cheap way of reducing reflection fuzziness. More... | |
bool | screenSpaceShadows = false |
Screen-space shadows for direct lighting, works best with real-time final gather. More... | |
int | screenSpaceShadowIterations = 8 |
The distance in pixels of the screen-space shadows, larger is more expensive. More... | |
float | screenSpaceShadowDistance = 1.0f |
The distance in world units that considers a hit when screen space shadow tracing. More... | |
int | bounces = 2 |
Number of computed global illumination bounces. More... | |
int | computedPaths = 32 |
Number of computed global illumination paths. More... | |
int | computedSteps = 8 |
Number of computed global illumination ray-trace steps(GI view distance). More... | |
int | shadowRayTraceSteps = 16 |
Number of shadow ray-trace steps in computed GI. Shadow view distance for Direction/Point lights. More... | |
int | realtimePaths = 8 |
Max number of real-time paths, higher reduces soft reflection fuzziness. More... | |
int | realtimeSteps = 8 |
Number of real-time ray-trace steps(higher means longer view distance in reflections). More... | |
int | lightMapConvolutionSteps = 1 |
Number of lightmap convolution steps in computed global illumination, can cause light bleeding problems with more then 2 steps. More... | |
Color | fogColor = Color.black |
float | fogDepth = 1000.0f |
float | fogIntensity = 1.0f |
float | fogPower = 1.0f |
ComputeShader | addSliceToVolumeCS |
Shader | voxelMaterialPassShader |
Shader | lightingPassShader |
Color | originBackgroundColor |
List< PrelightingEffect > | prelightingPostEffects = new List<PrelightingEffect>() |
Static Public Attributes | |
static LightingSystem | lightingSystem |
Static LightingSystem reference. More... | |
Lighting system.
RenderTexture EthansGraphicsKit.Lighting.LightingSystem.Create3DRenderTexture | ( | int | width, |
int | height, | ||
int | depth, | ||
RenderTextureFormat | rtf | ||
) |
void EthansGraphicsKit.Lighting.LightingSystem.DisplayRenderResult | ( | RenderTexture | src, |
RenderTexture | dst | ||
) |
long EthansGraphicsKit.Lighting.LightingSystem.GetRAMUsage | ( | ) |
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static |
bool EthansGraphicsKit.Lighting.LightingSystem.IsGlobalIlluminationUpdating | ( | ) |
void EthansGraphicsKit.Lighting.LightingSystem.OnDrawGizmosSelected | ( | ) |
void EthansGraphicsKit.Lighting.LightingSystem.OnPreRenderMainCamera | ( | Camera | mainCam | ) |
void EthansGraphicsKit.Lighting.LightingSystem.UpdateBackgroundSettings | ( | ) |
Update background color/skybox changes made to camera/scene.
void EthansGraphicsKit.Lighting.LightingSystem.UpdateBrightnessScale | ( | ) |
Update brightness
bool EthansGraphicsKit.Lighting.LightingSystem.UpdateGlobalIllumination | ( | ) |
Attempts to update global illumination, returns true if started updating successfully.
void EthansGraphicsKit.Lighting.LightingSystem.UpdateLightingPass | ( | ) |
Update deferred lighting pass(used for updating dynamic directional/point lights).
void EthansGraphicsKit.Lighting.LightingSystem.UpdateSettings | ( | ) |
Updates/refreshes settings.
ComputeShader EthansGraphicsKit.Lighting.LightingSystem.addSliceToVolumeCS |
float EthansGraphicsKit.Lighting.LightingSystem.backgroundLightIntensity = 1.0f |
Intensity of the light from the background(skybox or clear color).
int EthansGraphicsKit.Lighting.LightingSystem.bounces = 2 |
Number of computed global illumination bounces.
Vector3 EthansGraphicsKit.Lighting.LightingSystem.brightnessScale = Vector3.one |
Brightness scale.
int EthansGraphicsKit.Lighting.LightingSystem.computedPaths = 32 |
Number of computed global illumination paths.
int EthansGraphicsKit.Lighting.LightingSystem.computedSteps = 8 |
Number of computed global illumination ray-trace steps(GI view distance).
LayerMask EthansGraphicsKit.Lighting.LightingSystem.cullingMask = -1 |
Global illumination culling mask, objects in this culling mask will effect global illumination.
LightingSystemCameraDisplay EthansGraphicsKit.Lighting.LightingSystem.deferredCameraDisplay = null |
LightingSystemCameraDisplay component attached to main camera, used for deferred rendering.
int EthansGraphicsKit.Lighting.LightingSystem.denoiseIterations = 1 |
Number of denoising iterations applied to screen, a cheap way of reducing reflection fuzziness.
Color EthansGraphicsKit.Lighting.LightingSystem.fogColor = Color.black |
float EthansGraphicsKit.Lighting.LightingSystem.fogDepth = 1000.0f |
float EthansGraphicsKit.Lighting.LightingSystem.fogIntensity = 1.0f |
float EthansGraphicsKit.Lighting.LightingSystem.fogPower = 1.0f |
bool EthansGraphicsKit.Lighting.LightingSystem.levelOfDetailCascade = false |
Use half of the lightmap resolution to create a lower resolution GI map to cover more view distance.
float EthansGraphicsKit.Lighting.LightingSystem.levelOfDetailCascadeScale = 16.0f |
Scale of lower resolution lightmap cascade.
Shader EthansGraphicsKit.Lighting.LightingSystem.lightingPassShader |
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static |
Static LightingSystem reference.
int EthansGraphicsKit.Lighting.LightingSystem.lightMapConvolutionSteps = 1 |
Number of lightmap convolution steps in computed global illumination, can cause light bleeding problems with more then 2 steps.
float EthansGraphicsKit.Lighting.LightingSystem.lightmapDistance = 512.0f |
Global illumination lightmap distance(similiar to shadow distance).
Color EthansGraphicsKit.Lighting.LightingSystem.originBackgroundColor |
List<PrelightingEffect> EthansGraphicsKit.Lighting.LightingSystem.prelightingPostEffects = new List<PrelightingEffect>() |
GlobalIlluminationQuality EthansGraphicsKit.Lighting.LightingSystem.quality = GlobalIlluminationQuality.Low |
Global illumination lightmap quality.
bool EthansGraphicsKit.Lighting.LightingSystem.realtimeFinalGather = true |
Real-time diffuse global illumination through a real-time final gather, very expensive.
int EthansGraphicsKit.Lighting.LightingSystem.realtimePaths = 8 |
Max number of real-time paths, higher reduces soft reflection fuzziness.
int EthansGraphicsKit.Lighting.LightingSystem.realtimeSteps = 8 |
Number of real-time ray-trace steps(higher means longer view distance in reflections).
RenderingPath EthansGraphicsKit.Lighting.LightingSystem.renderingPath = RenderingPath.Deferred |
Rendering path.
float EthansGraphicsKit.Lighting.LightingSystem.renderScale = 1.0f |
Screen render scale.
FilterMode EthansGraphicsKit.Lighting.LightingSystem.renderScaleFilterMode = FilterMode.Bilinear |
Render scale texture filter.
float EthansGraphicsKit.Lighting.LightingSystem.screenSpaceShadowDistance = 1.0f |
The distance in world units that considers a hit when screen space shadow tracing.
int EthansGraphicsKit.Lighting.LightingSystem.screenSpaceShadowIterations = 8 |
The distance in pixels of the screen-space shadows, larger is more expensive.
bool EthansGraphicsKit.Lighting.LightingSystem.screenSpaceShadows = false |
Screen-space shadows for direct lighting, works best with real-time final gather.
int EthansGraphicsKit.Lighting.LightingSystem.shadowRayTraceSteps = 16 |
Number of shadow ray-trace steps in computed GI. Shadow view distance for Direction/Point lights.
GlobalIlluminationUpdateMode EthansGraphicsKit.Lighting.LightingSystem.updateMode = GlobalIlluminationUpdateMode.Delayed |
Global illumination voxel map update priority.
Shader EthansGraphicsKit.Lighting.LightingSystem.voxelMaterialPassShader |