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Now forcing a blit instead of copying a texture if we need to resolve MSAA depth.

/main
Aleksandr Kirillov 7 年前
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0d71285d
共有 1 个文件被更改,包括 2 次插入1 次删除
  1. 3
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs

3
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs


if (LightweightUtils.HasFlag(config, FrameRenderingConfiguration.DepthCopy))
{
m_CopyDepthMSAAMaterial.SetFloat(m_SampleCount, (float)m_MSAASamples);
CopyTexture(cmd, m_DepthRT, m_CopyDepth, m_CopyDepthMaterial);
bool forceBlit = m_CopyDepthMaterial == m_CopyDepthMSAAMaterial;
CopyTexture(cmd, m_DepthRT, m_CopyDepth, m_CopyDepthMaterial, forceBlit);
depthRT = m_CopyDepth;
setRenderTarget = true;
cmd.SetGlobalTexture(CameraRenderTargetID.depth, m_CopyDepth);

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