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Added FloatPoint HDR format support.

/RenderPassXR_Sandbox
Felipe Lira 7 年前
当前提交
05b5c4c5
共有 1 个文件被更改,包括 4 次插入2 次删除
  1. 6
      ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs

6
ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs


private static readonly ShaderPassName m_LitPassName = new ShaderPassName("LightweightForward");
private static readonly ShaderPassName m_UnlitPassName = new ShaderPassName("SRPDefaultUnlit");
private RenderTextureFormat m_ColorFormat = RenderTextureFormat.ARGB32;
private RenderTextureFormat m_ColorFormat;
private PostProcessRenderContext m_PostProcessRenderContext;
private CameraComparer m_CameraComparer = new CameraComparer();

if (XRSettings.eyeTextureDesc.dimension == TextureDimension.Tex2DArray)
renderingConfig |= RenderingConfiguration.IntermediateTextureArray;
m_ColorFormat = m_CurrCamera.allowHDR ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB32;
postProcessLayer = m_CurrCamera.GetComponent<PostProcessLayer>();
bool intermediateTexture = false;
if (postProcessLayer != null && postProcessLayer.enabled)

else
renderingConfig |= RenderingConfiguration.DefaultViewport;
intermediateTexture |= (m_CurrCamera.targetTexture != null || m_Asset.RenderScale < 1.0f);
intermediateTexture |= (m_CurrCamera.targetTexture != null || m_Asset.RenderScale < 1.0f || m_CurrCamera.allowHDR);
if (intermediateTexture && !LightweightUtils.HasFlag(renderingConfig, RenderingConfiguration.IntermediateTextureArray))
renderingConfig |= RenderingConfiguration.IntermediateTexture;

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