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Removed lighting computation from forward pass when doing debug. This caused crashes on PS4 due to uninitialized buffers.

/RenderPassXR_Sandbox
Julien Ignace 7 年前
当前提交
25d6c66e
共有 1 个文件被更改,包括 3 次插入0 次删除
  1. 3
      Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl

3
Assets/ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForward.hlsl


PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
// We need to skip lighting when doing debug pass because the debug pass is done before lighting so some buffers may not be properly initialized potentially causing crashes on PS4.
#ifndef DEBUG_DISPLAY
uint featureFlags = 0xFFFFFFFF;
float3 diffuseLighting;
float3 specularLighting;

outColor = float4(diffuseLighting + specularLighting, builtinData.opacity);
#endif
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.depthRaw;

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