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Initial debug mode branching

/projects-TheLastStand
John Parsaie 7 年前
当前提交
00a84cd8
共有 1 个文件被更改,包括 10 次插入2 次删除
  1. 12
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs

12
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs


context.ExecuteCommandBuffer(setRT);
}
ForwardPass(visibleLights, frameRenderingConfiguration, ref context, ref lightData, stereoEnabled);
//TODO: Editor only?
if(m_Asset.DebugView == DebugViewMode.None)
ForwardPass(visibleLights, frameRenderingConfiguration, ref context, ref lightData, stereoEnabled);
else
DebugViewPass(frameRenderingConfiguration, ref context, stereoEnabled);
cmd.name = "After Camera Render";
#if UNITY_EDITOR

context.DrawRenderers(m_CullResults.visibleRenderers, ref opaqueDrawSettings, opaqueFilterSettings);
StopStereoRendering(ref context, frameRenderingConfiguration);
}
private void DebugViewPass(FrameRenderingConfiguration frameRenderingConfiguration, ref ScriptableRenderContext context, bool stereoEnabled)
{
}
private void ForwardPass(List<VisibleLight> visibleLights, FrameRenderingConfiguration frameRenderingConfiguration, ref ScriptableRenderContext context, ref LightData lightData, bool stereoEnabled)

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