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PostProcess input buffers are not copied anymore on PC if the viewport size matches the final render target size

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Julien Ignace 6 年前
当前提交
0188d2f6
共有 2 个文件被更改,包括 4 次插入1 次删除
  1. 1
      com.unity.render-pipelines.high-definition/CHANGELOG.md
  2. 4
      com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs

1
com.unity.render-pipelines.high-definition/CHANGELOG.md


### Fixed
- Fixed an issue with distortion that was using previous frame instead of current frame
- Fixed an issue where disabled light where not upgrade correctly to the new physical light unit system introduce in 2.0.5-preview
- PostProcess input buffers are not copied anymore on PC if the viewport size matches the final render target size
## [2.0.5-preview]

4
com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs


RenderTargetIdentifier source = m_CameraColorBuffer;
// For console we are not allowed to resize the windows, so don't use our hack.
bool tempHACK = !IsConsolePlatform();
// We also don't do the copy if viewport size and render texture size match.
bool viewportAndRTSameSize = (hdcamera.actualWidth == m_CameraColorBuffer.rt.width && hdcamera.actualHeight == m_CameraColorBuffer.rt.height);
bool tempHACK = !IsConsolePlatform() && !viewportAndRTSameSize;
if (tempHACK)
{

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