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Merge pull request #1725 from Unity-Technologies/HDRP/move-transparent-prepass

Move transparent depth prepass just after the sky to avoid problems with opaque classification for lighting.
/main
GitHub 6 年前
当前提交
155c2f6d
共有 1 个文件被更改,包括 17 次插入12 次删除
  1. 29
      com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs

29
com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs


RenderSky(hdCamera, cmd);
RenderTransparentDepthPrepass(m_CullResults, hdCamera, renderContext, cmd);
// Render pre refraction objects
RenderForward(m_CullResults, hdCamera, renderContext, cmd, ForwardPass.PreRefraction);

RenderForwardError(m_CullResults, hdCamera, renderContext, cmd);
// Fill depth buffer to reduce artifact for transparent object during postprocess
RenderTransparentDepthPostpass(m_CullResults, hdCamera, renderContext, cmd, ForwardPass.Transparent);
RenderTransparentDepthPostpass(m_CullResults, hdCamera, renderContext, cmd);
RenderColorPyramid(hdCamera, cmd, renderContext, false);

RenderOpaqueRenderList(cull, hdCamera, renderContext, cmd, m_DepthForwardOnlyPassNames, 0, HDRenderQueue.k_RenderQueue_AllOpaque);
}
}
if (hdCamera.frameSettings.enableTransparentPrepass)
{
// Render transparent depth prepass after opaque one
using (new ProfilingSample(cmd, "Transparent Depth Prepass", CustomSamplerId.TransparentDepthPrepass.GetSampler()))
{
RenderTransparentRenderList(cull, hdCamera, renderContext, cmd, m_TransparentDepthPrepassNames);
}
}
}
// RenderGBuffer do the gbuffer pass. This is solely call with deferred. If we use a depth prepass, then the depth prepass will perform the alpha testing for opaque apha tested and we don't need to do it anymore

{
drawSettings.SetShaderPassName(0, HDShaderPassNames.s_MeshDecals3RTName);
}
FilterRenderersSettings filterRenderersSettings = new FilterRenderersSettings(true)
{
renderQueueRange = HDRenderQueue.k_RenderQueue_AllOpaque

}
}
void RenderTransparentDepthPostpass(CullResults cullResults, HDCamera hdCamera, ScriptableRenderContext renderContext, CommandBuffer cmd, ForwardPass pass)
void RenderTransparentDepthPrepass(CullResults cull, HDCamera hdCamera, ScriptableRenderContext renderContext, CommandBuffer cmd)
{
if (hdCamera.frameSettings.enableTransparentPrepass)
{
// Render transparent depth prepass after opaque one
using (new ProfilingSample(cmd, "Transparent Depth Prepass", CustomSamplerId.TransparentDepthPrepass.GetSampler()))
{
RenderTransparentRenderList(cull, hdCamera, renderContext, cmd, m_TransparentDepthPrepassNames);
}
}
}
void RenderTransparentDepthPostpass(CullResults cullResults, HDCamera hdCamera, ScriptableRenderContext renderContext, CommandBuffer cmd)
{
if (!hdCamera.frameSettings.enableTransparentPostpass)
return;

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