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Disable bindTextureMS for non-MSAA textures

For most pieces of RT state, if we need to create a non-MSAA RT, we can just copy over the state bits from the MSAA RT.  However, we shouldn't be turning on bindTextureMS on a 1x texture.  Unity somehow allows this creation, but then this leads to binding errors in the ShaderLab code.
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Robert Srinivasiah 7 年前
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23861037
共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 2
      ScriptableRenderPipeline/Core/CoreRP/RTHandle.cs

2
ScriptableRenderPipeline/Core/CoreRP/RTHandle.cs


anisoLevel = refRT.anisoLevel,
mipMapBias = refRT.mipMapBias,
antiAliasing = 1, // No MSAA for the regular version of the texture.
bindTextureMS = refRT.bindTextureMS,
bindTextureMS = false, // Somehow, this can be true even if antiAliasing == 1. Leads to Unity-internal binding errors.
useDynamicScale = refRT.useDynamicScale,
vrUsage = refRT.vrUsage,
memorylessMode = refRT.memorylessMode

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