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HDRenderPipeline: rename disableFptlWhenClustered to enableFptlForOpaqueWhenClustered

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sebastienlagarde 7 年前
当前提交
2e15537d
共有 3 个文件被更改,包括 7 次插入7 次删除
  1. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TileLightLoopProducer.cs
  2. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs
  3. 8
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassProducer.asset

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TileLightLoopProducer.cs


// clustered light list specific buffers and data begin
public int debugViewTilesFlags;
public bool enableClustered;
public bool disableFptlWhenClustered; // still useful on opaques. Should be false by default to force tile on opaque.
public bool enableFptlForOpaqueWhenClustered; // still useful on opaques. Should be true by default to force tile on opaque.
public bool enableBigTilePrepass;
[Range(0.0f, 1.0f)]

debugViewTilesFlags = 0,
enableClustered = true,
disableFptlWhenClustered = false,
enableFptlForOpaqueWhenClustered = true,
enableBigTilePrepass = true,
};
}

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


{
bool isEnabledMSAA = false;
Debug.Assert(!isEnabledMSAA || m_PassSettings.enableClustered);
bool disableFptl = (m_PassSettings.disableFptlWhenClustered && m_PassSettings.enableClustered) || isEnabledMSAA;
bool disableFptl = (!m_PassSettings.enableFptlForOpaqueWhenClustered && m_PassSettings.enableClustered) || isEnabledMSAA;
return !disableFptl;
}
}

8
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePassProducer.asset


m_Name: TilePassProducer
m_EditorClassIdentifier:
m_TileSettings:
enableDrawLightBoundsDebug: 0
disableTileAndCluster: 0
disableDeferredShadingInCompute: 1
enableTileAndCluster: 1
disableFptlWhenClustered: 0
enableFptlForOpaqueWhenClustered: 1
diffuseGlobalDimmer: 1
specularGlobalDimmer: 1
m_PassResources: {fileID: 11400000, guid: 7f2998544b2ac3848822b80ec3e6c446, type: 2}
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