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Minor Fixes

- Enabled bloom clamp to avoid a HDR error in the sun on some platforms.
- Changed directives in XRGraphics (in Core RP) to better support platforms that don't use XR at all.
- Fixed a float4/half4 issue in the Universal RP DOF shader.
/demo-work
Sam Bickley 5 年前
当前提交
4142ec1f
共有 3 个文件被更改,包括 13 次插入13 次删除
  1. 4
      Assets/Data/Volumes/BaseEffects.asset
  2. 20
      Packages/com.unity.render-pipelines.core/Runtime/Common/XRGraphics.cs
  3. 2
      Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/BokehDepthOfField.shader

4
Assets/Data/Volumes/BaseEffects.asset


min: 0
max: 1
clamp:
m_OverrideState: 0
m_Value: 65472
m_OverrideState: 1
m_Value: 30
min: 0
tint:
m_OverrideState: 0

20
Packages/com.unity.render-pipelines.core/Runtime/Common/XRGraphics.cs


{
get
{
#if ENABLE_VR_MODULE
#if ENABLE_XR_MODULE && ENABLE_XR
if (enabled)
return XRSettings.eyeTextureResolutionScale;
#endif

{
get
{
#if ENABLE_VR_MODULE
#if ENABLE_XR_MODULE && ENABLE_XR
if (enabled)
return XRSettings.renderViewportScale;
#endif

{
get
{
#if ENABLE_VR_MODULE
#if ENABLE_XR_MODULE && ENABLE_XR
return XRSettings.enabled;
#else
return false;

{
get
{
#if ENABLE_VR_MODULE
#if ENABLE_XR_MODULE && ENABLE_XR
if (enabled)
return XRSettings.isDeviceActive;
#endif

{
get
{
#if ENABLE_VR_MODULE
#if ENABLE_XR_MODULE && ENABLE_XR
if (enabled)
return XRSettings.loadedDeviceName;
#endif

{
get
{
#if ENABLE_VR_MODULE
#if ENABLE_XR_MODULE && ENABLE_XR
if (enabled)
return XRSettings.supportedDevices;
#endif

{
get
{
#if ENABLE_VR_MODULE
#if ENABLE_XR_MODULE && ENABLE_XR
if (enabled)
return (StereoRenderingMode)XRSettings.stereoRenderingMode;
#endif

{
get
{
#if ENABLE_VR_MODULE
#if ENABLE_XR_MODULE && ENABLE_XR
if (enabled)
return XRSettings.eyeTextureDesc;
#endif

{
get
{
#if ENABLE_VR_MODULE
#if ENABLE_XR_MODULE && ENABLE_XR
if (enabled)
return XRSettings.eyeTextureWidth;
#endif

{
get
{
#if ENABLE_VR_MODULE
#if ENABLE_XR_MODULE && ENABLE_XR
if (enabled)
return XRSettings.eyeTextureHeight;
#endif

2
Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/BokehDepthOfField.shader


return half4(avg, coc);
}
void Accumulate(float4 samp0, float2 uv, float2 disp, inout float4 farAcc, inout float4 nearAcc)
void Accumulate(float4 samp0, float2 uv, float2 disp, inout half4 farAcc, inout half4 nearAcc)
{
float dist = length(disp);

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