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Merge branch 'master' of https://github.com/Unity-Technologies/ScriptableRenderLoop

# Conflicts:
#	Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
/RenderPassXR_Sandbox
sebastienlagarde 7 年前
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10c82bc2
共有 2 个文件被更改,包括 17 次插入2 次删除
  1. 12
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs
  2. 7
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs

12
Assets/ScriptableRenderPipeline/HDRenderPipeline/Editor/HDRenderPipelineInspector.cs


EditorGUILayout.Space();
EditorGUILayout.LabelField(styles.renderingSettingsLabel);
EditorGUI.indentLevel++;
EditorGUI.BeginChangeCheck();
if (EditorGUI.EndChangeCheck())
{
if (m_RenderingUseForwardOnly.boolValue && !m_RenderingUseDepthPrepass.boolValue)
{
// Force depth prepass for forward-only rendering (for FPTL, etc).
m_RenderingUseDepthPrepass.boolValue = true;
HackSetDirty(renderContext); // Repaint
}
}
EditorGUI.indentLevel--;
}

7
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


public void RenderForward(Camera camera, CommandBuffer cmd, bool renderOpaque)
{
// Note: if we use render opaque with deferred tiling we need to render a opaque depth pass for these opaque objects
bool useFptl = renderOpaque && usingFptl;
PushGlobalParams(camera, cmd, null, 0);
// Note: if we use render opaque with deferred tiling we need to render a opaque depth pass for these opaque objects
if (!m_TileSettings.enableTileAndCluster)
{
using (new Utilities.ProfilingSample("Forward pass", cmd))

}
else
{
// Only opaques can use FPTL, transparents must use clustered!
bool useFptl = renderOpaque && usingFptl;
using (new Utilities.ProfilingSample(useFptl ? "Forward Tiled pass" : "Forward Clustered pass", cmd))
{
// say that we want to use tile of single loop

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