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Merge pull request #324 from Unity-Technologies/Branch_MarkerSky

Temp fix before we sanitize CommandBuffer usage (can't use nested CBs for now...)
/RenderPassXR_Sandbox
GitHub 8 年前
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29318aeb
共有 1 个文件被更改,包括 8 次插入5 次删除
  1. 13
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/RuntimeFilterIBL.cs

13
Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/RuntimeFilterIBL.cs


m_GgxConvolveMaterial.SetFloat("_LastLevel", mipCount - 1);
m_GgxConvolveMaterial.SetFloat("_InvOmegaP", invOmegaP);
var cmd = CommandBufferPool.Get("");
//var cmd = CommandBufferPool.Get("");
cmd.BeginSample(sampleName);
//cmd.BeginSample(sampleName);
MaterialPropertyBlock props = new MaterialPropertyBlock();
props.SetFloat("_Level", mip);

Utilities.SetRenderTarget(context, target, ClearFlag.ClearNone, mip, (CubemapFace)face);
var cmd = CommandBufferPool.Get("");
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
cmd.EndSample(sampleName);
//cmd.EndSample(sampleName);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
//context.ExecuteCommandBuffer(cmd);
//CommandBufferPool.Release(cmd);
}
// Filters MIP map levels (other than 0) with GGX using BRDF importance sampling.

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