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Use bilinear filtering for all textures

/main
Evgenii Golubev 8 年前
当前提交
0d58fd17
共有 1 个文件被更改,包括 5 次插入5 次删除
  1. 10
      Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs

10
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs


int w = camera.pixelWidth;
int h = camera.pixelHeight;
cmd.GetTemporaryRT(m_CameraColorBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
cmd.GetTemporaryRT(m_CameraSubsurfaceBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
cmd.GetTemporaryRT(m_CameraFilteringBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
cmd.GetTemporaryRT(m_CameraDepthStencilBuffer, w, h, 24, FilterMode.Point, RenderTextureFormat.Depth);
cmd.GetTemporaryRT(m_CameraStencilBuffer, w, h, 24, FilterMode.Point, RenderTextureFormat.Depth);
cmd.GetTemporaryRT(m_CameraColorBuffer, w, h, 0, FilterMode.Bilinear, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
cmd.GetTemporaryRT(m_CameraSubsurfaceBuffer, w, h, 0, FilterMode.Bilinear, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
cmd.GetTemporaryRT(m_CameraFilteringBuffer, w, h, 0, FilterMode.Bilinear, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
cmd.GetTemporaryRT(m_CameraDepthStencilBuffer, w, h, 24, FilterMode.Bilinear, RenderTextureFormat.Depth);
cmd.GetTemporaryRT(m_CameraStencilBuffer, w, h, 24, FilterMode.Point, RenderTextureFormat.Depth);
if (!debugParameters.ShouldUseForwardRenderingOnly())
{

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