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sebastienlagarde 6 年前
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1a7511d7
共有 1 个文件被更改,包括 3 次插入1 次删除
  1. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Unlit/BaseUnlitUI.cs

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/Material/Unlit/BaseUnlitUI.cs


CoreUtils.SetKeyword(material, "_BLENDMODE_ADD", false);
CoreUtils.SetKeyword(material, "_BLENDMODE_PRE_MULTIPLY", false);
if(alphaTestEnable)
// Alpha tested materials always have a prepass where we perform the clip.
// Then during Gbuffer pass we don't perform the clip test, so we need to use depth equal in this case.
if (alphaTestEnable)
{
material.SetInt(kZTestGBuffer, (int)UnityEngine.Rendering.CompareFunction.Equal);
}

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