Bug fixes, Scene changes and new features #376
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||||||
|
Transform Component:
|
||||||
|
Translate: {x: -0.711149335, y: 2.21991086, z: 7.94430065}
|
||||||
|
Rotate: {x: 0, y: 0, z: 0}
|
||||||
|
Scale: {x: 1, y: 1, z: 1}
|
||||||
|
IsActive: true
|
||||||
|
Renderable Component:
|
||||||
|
Mesh: 144128170
|
||||||
|
Material: 131956078
|
||||||
|
IsActive: true
|
||||||
|
Scripts: ~
|
||||||
|
- EID: 357
|
||||||
|
Name: Food_Apple
|
||||||
|
IsActive: true
|
||||||
|
NumberOfChildren: 0
|
||||||
|
Components:
|
||||||
|
Transform Component:
|
||||||
|
Translate: {x: 6.44702148, y: 1.01102316, z: 6.54053688}
|
||||||
|
Rotate: {x: 0, y: 0, z: 0}
|
||||||
|
Scale: {x: 1, y: 1, z: 1}
|
||||||
|
IsActive: true
|
||||||
|
Renderable Component:
|
||||||
|
Mesh: 144128170
|
||||||
|
Material: 131956078
|
||||||
|
IsActive: true
|
||||||
|
Scripts: ~
|
||||||
|
- EID: 356
|
||||||
|
Name: Food_Cheese
|
||||||
|
IsActive: true
|
||||||
|
NumberOfChildren: 0
|
||||||
|
Components:
|
||||||
|
Transform Component:
|
||||||
|
Translate: {x: 4.25000906, y: 2.28261352, z: 8.01108646}
|
||||||
|
Rotate: {x: 0, y: 0, z: 0}
|
||||||
|
Scale: {x: 1, y: 1, z: 1}
|
||||||
|
IsActive: true
|
||||||
|
Renderable Component:
|
||||||
|
Mesh: 141841143
|
||||||
|
Material: 131956078
|
||||||
|
IsActive: true
|
||||||
|
Scripts: ~
|
|
@ -89,7 +89,6 @@ public class PickAndThrow : Script
|
||||||
float temp = (1 - ratio) * 0.00075f;
|
float temp = (1 - ratio) * 0.00075f;
|
||||||
if (temp <= 0.0006f)
|
if (temp <= 0.0006f)
|
||||||
temp = 0.1f;
|
temp = 0.1f;
|
||||||
Debug.Log($" RATIO {temp}");
|
|
||||||
silhouettePlayerRend.Material.SetProperty<float>("data.offset", temp);
|
silhouettePlayerRend.Material.SetProperty<float>("data.offset", temp);
|
||||||
silhouetteBagRend.Material.SetProperty<float>("data.offset", temp);
|
silhouetteBagRend.Material.SetProperty<float>("data.offset", temp);
|
||||||
}
|
}
|
||||||
|
|
|
@ -127,6 +127,7 @@ namespace SHADE
|
||||||
|
|
||||||
|
|
||||||
static constexpr std::string_view GBUFFER_WRITE_SUBPASS = "G-Buffer Write";
|
static constexpr std::string_view GBUFFER_WRITE_SUBPASS = "G-Buffer Write";
|
||||||
|
static constexpr std::string_view GBUFFER_WRITE_VFX_SUBPASS = "G-Buffer Write With VFX";
|
||||||
static constexpr std::string_view UI_SUBPASS = "UI";
|
static constexpr std::string_view UI_SUBPASS = "UI";
|
||||||
static constexpr std::string_view UI_TRANSLUCENT_SUBPASS = "UI Translucent";
|
static constexpr std::string_view UI_TRANSLUCENT_SUBPASS = "UI Translucent";
|
||||||
static constexpr std::string_view VFX_SUBPASS = "VFX";
|
static constexpr std::string_view VFX_SUBPASS = "VFX";
|
||||||
|
@ -135,6 +136,7 @@ namespace SHADE
|
||||||
static constexpr std::array USABLE_SUBPASSES =
|
static constexpr std::array USABLE_SUBPASSES =
|
||||||
{
|
{
|
||||||
GBUFFER_WRITE_SUBPASS,
|
GBUFFER_WRITE_SUBPASS,
|
||||||
|
GBUFFER_WRITE_VFX_SUBPASS,
|
||||||
UI_SUBPASS,
|
UI_SUBPASS,
|
||||||
UI_TRANSLUCENT_SUBPASS,
|
UI_TRANSLUCENT_SUBPASS,
|
||||||
OBJ_VFX_SUBPASS
|
OBJ_VFX_SUBPASS
|
||||||
|
|
|
@ -255,12 +255,24 @@ namespace SHADE
|
||||||
gBufferSubpass->AddColorOutput("Object VFX");
|
gBufferSubpass->AddColorOutput("Object VFX");
|
||||||
gBufferSubpass->AddDepthOutput("Depth Buffer", SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL);
|
gBufferSubpass->AddDepthOutput("Depth Buffer", SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL);
|
||||||
|
|
||||||
|
auto gBufferVfxSubpass = gBufferNode->AddSubpass(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_VFX_SUBPASS.data(), worldViewport, worldRenderer);
|
||||||
|
gBufferVfxSubpass->AddColorOutput("Position");
|
||||||
|
gBufferVfxSubpass->AddColorOutput("Entity ID");
|
||||||
|
gBufferVfxSubpass->AddColorOutput("Light Layer Indices");
|
||||||
|
gBufferVfxSubpass->AddColorOutput("Normals");
|
||||||
|
gBufferVfxSubpass->AddColorOutput("Albedo");
|
||||||
|
gBufferVfxSubpass->AddColorOutput("Position World Space");
|
||||||
|
gBufferVfxSubpass->AddColorOutput("Object VFX");
|
||||||
|
gBufferVfxSubpass->AddDepthOutput("Depth Buffer", SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL);
|
||||||
|
|
||||||
|
|
||||||
// We add the object VFX render target and depth buffer as input just in case we want to make comparisons
|
// We add the object VFX render target and depth buffer as input just in case we want to make comparisons
|
||||||
auto objectVfxSubpassNoDepth = gBufferNode->AddSubpass(SHGraphicsConstants::RenderGraphEntityNames::OBJ_VFX_SUBPASS.data(), worldViewport, worldRenderer);
|
auto objectVfxSubpassNoDepth = gBufferNode->AddSubpass(SHGraphicsConstants::RenderGraphEntityNames::OBJ_VFX_SUBPASS.data(), worldViewport, worldRenderer);
|
||||||
objectVfxSubpassNoDepth->AddColorOutput("Object VFX");
|
objectVfxSubpassNoDepth->AddColorOutput("Object VFX");
|
||||||
objectVfxSubpassNoDepth->AddInput ("Depth Buffer");
|
objectVfxSubpassNoDepth->AddInput ("Depth Buffer");
|
||||||
|
|
||||||
usableSubpassesMapping.emplace(std::string(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS.data()), gBufferSubpass);
|
usableSubpassesMapping.emplace(std::string(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS.data()), gBufferSubpass);
|
||||||
|
usableSubpassesMapping.emplace(std::string(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_VFX_SUBPASS.data()), gBufferVfxSubpass);
|
||||||
usableSubpassesMapping.emplace(std::string(SHGraphicsConstants::RenderGraphEntityNames::OBJ_VFX_SUBPASS.data()), objectVfxSubpassNoDepth);
|
usableSubpassesMapping.emplace(std::string(SHGraphicsConstants::RenderGraphEntityNames::OBJ_VFX_SUBPASS.data()), objectVfxSubpassNoDepth);
|
||||||
|
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
|
|
Loading…
Reference in New Issue