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Merge branch 'master' into scriptablerenderloop-graphicssettings
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.gitignore

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@@ -1,6 +1,7 @@
11

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Library/*
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Temp/*
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obj/*
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*.csproj
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*.sln
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*.suo
@@ -14,7 +15,3 @@ DataSource/*
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*.aspx
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*.sdf
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*.userprefs
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Assets/UnityHDRI.meta
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Assets/UnityHDRI/Gareoult/GareoultWhiteBalanced.exr
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obj/Debug/Assembly-CSharp.csproj.FileListAbsolute.txt

Assets/basicrenderloop.asset renamed to Assets/BasicRenderLoopTutorial/BasicRenderLoop.asset

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Some generated files are not rendered by default. Learn more about customizing how changed files appear on GitHub.

Assets/BasicRenderLoopTutorial/BasicRenderLoop.cs

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@@ -14,11 +14,11 @@ public class BasicRenderLoop : RenderPipeline
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{
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#if UNITY_EDITOR
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[UnityEditor.MenuItem("Renderloop/CreateBasicRenderLoop")]
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[UnityEditor.MenuItem("Renderloop/Create BasicRenderLoop")]
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static void CreateBasicRenderLoop()
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{
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var instance = ScriptableObject.CreateInstance<BasicRenderLoop>();
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UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/basicrenderloop.asset");
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UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/BasicRenderLoopTutorial/BasicRenderLoop.asset");
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}
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#endif
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@@ -60,15 +60,15 @@ public override void Render(Camera[] cameras, RenderLoop loop)
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// Draw opaque objects using BasicPass shader pass
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var settings = new DrawRendererSettings (cull, camera, shaderPassBasic);
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settings.sorting.sortOptions = SortOptions.SortByMaterialThenMesh;
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settings.sorting.flags = SortFlags.CommonOpaque;
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settings.inputFilter.SetQueuesOpaque ();
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loop.DrawRenderers (ref settings);
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// Draw skybox
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loop.DrawSkybox (camera);
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// Draw transparent objects using BasicPass shader pass
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settings.sorting.sortOptions = SortOptions.BackToFront; // sort back to front
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settings.sorting.flags = SortFlags.CommonTransparent;
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settings.inputFilter.SetQueuesTransparent ();
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loop.DrawRenderers (ref settings);
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Assets/BasicRenderLoopTutorial/BasicRenderLoopScene.unity

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