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Fix for using m_CurrentSunLightShadowIndex as -1 when shadows are disabled on a directional light which causes GPU buffer access at an invalid offset. This can crash the GPU on some platforms.

/tag-1.1.4-preview
sebastienlagarde 7 年前
当前提交
261c3bb5
共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs


public void RenderDeferredDirectionalShadow(HDCamera hdCamera, RTHandle deferredShadowRT, RenderTargetIdentifier depthTexture, CommandBuffer cmd)
{
if (m_CurrentSunLight == null || m_CurrentSunLight.GetComponent<AdditionalShadowData>() == null)
if (m_CurrentSunLight == null || m_CurrentSunLight.GetComponent<AdditionalShadowData>() == null || m_CurrentSunLightShadowIndex < 0)
{
cmd.SetGlobalTexture(HDShaderIDs._DeferredShadowTexture, RuntimeUtilities.blackTexture);
return;

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