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Use RGBHalf - appears to be fixed

/Yibing-Project-2
Evgenii Golubev 7 年前
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0bc6de30
共有 1 个文件被更改,包括 2 次插入2 次删除
  1. 4
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/Volumetrics/VolumetricLighting.cs

4
ScriptableRenderPipeline/HDRenderPipeline/Lighting/Volumetrics/VolumetricLighting.cs


VolumetricLightingPreset m_VolumetricLightingPreset = VolumetricLightingPreset.Normal;
ComputeShader m_VolumetricLightingCS { get { return m_Asset.renderPipelineResources.volumetricLightingCS; } }
float m_VBufferNearPlane = 0.5f; // Distance in meters; dynamic modifications not handled by reprojection
float m_VBufferNearPlane = 0.5f; // Distance in meters; dynamic modifications not handled by reprojection
float m_VBufferFarPlane = 64.0f; // Distance in meters; dynamic modifications not handled by reprojection
const uint m_VBufferCount = 3; // 0 and 1 - history (prev) and feedback (next), 2 - integral (curr)

for (uint i = 0; i < m_VBufferCount; i++)
{
m_VBufferLighting[i] = new RenderTexture(w, h, 0, RenderTextureFormat.ARGBFloat, RenderTextureReadWrite.Linear); // UAV with ARGBHalf appears to be broken...
m_VBufferLighting[i] = new RenderTexture(w, h, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
m_VBufferLighting[i].filterMode = FilterMode.Bilinear; // Custom trilinear
m_VBufferLighting[i].dimension = TextureDimension.Tex3D; // TODO: request the thick 3D tiling layout
m_VBufferLighting[i].volumeDepth = d;

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