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HDRenderPipeline: Add missing name for counter

/Branch_batcher
sebastienlagarde 7 年前
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16f5c698
共有 2 个文件被更改,包括 3 次插入2 次删除
  1. 3
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  2. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs

3
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


private void CopyDepthBufferIfNeeded(ScriptableRenderContext renderContext)
{
var cmd = new CommandBuffer();
var cmd = new CommandBuffer() { name = NeedDepthBufferCopy() ? "Copy DepthBuffer" : "Set DepthBuffer"};
if (NeedDepthBufferCopy())
{
using (new Utilities.ProfilingSample("Copy depth-stencil buffer", renderContext))

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


}
#endif
using (new Utilities.ProfilingSample(m_PassSettings.enableTileAndCluster ? "TilePass - Deferred Lighting Pass" : "SinglePass - Deferred Lighting Pass", renderContext))
using (new Utilities.ProfilingSample((m_PassSettings.enableTileAndCluster ? "TilePass - Deferred Lighting Pass" : "SinglePass - Deferred Lighting Pass") + (outputSplitLightingForSSS ? " MRT" : ""), renderContext))
{
var cmd = new CommandBuffer();
cmd.name = bUseClusteredForDeferred ? "Clustered pass" : "Tiled pass";

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