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update github project to reflect refactored SRL changes in engine code.
1 parent e4fffa8 commit 4d7cb6d

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4 files changed

+8
-9
lines changed

4 files changed

+8
-9
lines changed

Assets/BasicRenderLoopTutorial/BasicRenderLoop.cs

Lines changed: 1 addition & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1,7 +1,6 @@
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.ScriptableRenderLoop;
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// Very basic scriptable rendering loop example:
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// - Use with BasicRenderLoopShader.shader (the loop expects "BasicPass" pass type to exist)
@@ -11,7 +10,7 @@
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// - This loop also does not setup lightmaps, light probes, reflection probes or light cookies
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[ExecuteInEditMode]
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public class BasicRenderLoop : ScriptableRenderLoop
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public class BasicRenderLoop : RenderPipeline
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{
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#if UNITY_EDITOR

Assets/Editor/Tests/RenderloopTests/RenderloopTestFixture.cs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -8,7 +8,7 @@
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using UnityEngine.Rendering;
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[ExecuteInEditMode]
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public class RenderLoopTestFixture : ScriptableRenderLoop
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public class RenderLoopTestFixture : RenderPipeline
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{
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public delegate void TestDelegate(Camera camera, CullResults cullResults, RenderLoop renderLoop);
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private static TestDelegate s_Callback;
@@ -42,7 +42,7 @@ public static void Run(TestDelegate renderCallback)
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var sceneCamera = Camera.main;
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var camObject = sceneCamera.gameObject;
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GraphicsSettings.SetScriptableRenderLoop(m_Instance);
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GraphicsSettings.SetRenderPipeline(m_Instance);
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s_Callback = renderCallback;
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Transform t = camObject.transform;
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@@ -53,6 +53,6 @@ public static void Run(TestDelegate renderCallback)
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SceneView.lastActiveSceneView.LookAtDirect(t.position + t.forward * camDist, t.rotation, size);
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sceneCamera.Render();
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GraphicsSettings.SetScriptableRenderLoop(null);
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GraphicsSettings.SetRenderPipeline(null);
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}
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}

Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -7,7 +7,7 @@ namespace UnityEngine.Experimental.ScriptableRenderLoop
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{
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[ExecuteInEditMode]
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// This HDRenderLoop assume linear lighting. Don't work with gamma.
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public partial class HDRenderLoop : ScriptableRenderLoop
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public partial class HDRenderLoop : RenderPipeline
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{
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const string k_HDRenderLoopPath = "Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.asset";
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@@ -314,7 +314,7 @@ public override void Initialize()
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Rebuild();
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}
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public override void CleanUp()
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public override void Cleanup()
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{
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m_LitRenderLoop.OnDisable();
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m_SinglePassLightLoop.OnDisable();

Assets/ScriptableRenderLoop/fptl/FptlLighting.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -6,7 +6,7 @@
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namespace UnityEngine.Experimental.ScriptableRenderLoop
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{
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[ExecuteInEditMode]
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public class FptlLighting : ScriptableRenderLoop
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public class FptlLighting : RenderPipeline
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{
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#if UNITY_EDITOR
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[UnityEditor.MenuItem("Renderloop/CreateRenderLoopFPTL")]
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//CleanUp();
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}
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public override void CleanUp()
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public override void Cleanup()
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{
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// RenderLoop.renderLoopDelegate -= ExecuteRenderLoop;
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if (m_DeferredMaterial) DestroyImmediate(m_DeferredMaterial);

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