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Moved SkyManager Build() to the HDRenderPipeline constructor to avoid leaking Materials each frame.

/Branch_Batching2
Julien Ignace 7 年前
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05811cac
共有 2 个文件被更改,包括 4 次插入5 次删除
  1. 3
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  2. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs

3
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


if(m_LightLoop != null)
m_LightLoop.Build(owner.textureSettings);
m_SkyManager.Build();
m_SkyManager.skyParameters = owner.skyParametersToUse;
}

GraphicsSettings.lightsUseLinearIntensity = true;
GraphicsSettings.lightsUseColorTemperature = true;
m_SkyManager.Build();
if (!m_LitRenderLoop.isInit)
m_LitRenderLoop.RenderInit(renderContext);

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs


m_UpdateRequired = true;
if (value != null)
{
m_Renderer.Build();
}
}
get { return m_SkyParameters; }
}

public void Build()
{
if (m_Renderer != null)
m_Renderer.Build();
// Create unititialized. Lazy initialization is performed later.
m_iblFilterGgx = new IBLFilterGGX();

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