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Overwrite camera properties set during the shader pass with the original camera properties

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Evgenii Golubev 7 年前
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0d88963c
共有 1 个文件被更改,包括 6 次插入2 次删除
  1. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


using (new ProfilingSample(cmd, "Render shadows", CustomSamplerId.RenderShadows.GetSampler()))
{
// This call overwrites camera properties passed to the shader system.
// TODO: check if statement below still apply
renderContext.SetupCameraProperties(camera, m_FrameSettings.enableStereo); // Need to recall SetupCameraProperties after RenderShadows as it modify our view/proj matrix
// Overwrite camera properties set during the shader pass with the original camera properties.
renderContext.SetupCameraProperties(camera, m_FrameSettings.enableStereo);
hdCamera.SetupGlobalParams(cmd);
if (m_FrameSettings.enableStereo) hdCamera.SetupGlobalStereoParams(cmd);
}
using (new ProfilingSample(cmd, "Deferred directional shadows", CustomSamplerId.RenderDeferredDirectionalShadow.GetSampler()))

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