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Fixed typos in BasicRenderPipeline

/main
Robert Srinivasiah 7 年前
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2f73a249
共有 1 个文件被更改,包括 6 次插入6 次删除
  1. 12
      Assets/ScriptableRenderPipeline/BasicRenderPipeline/BasicRenderPipeline.cs

12
Assets/ScriptableRenderPipeline/BasicRenderPipeline/BasicRenderPipeline.cs


public static class BasicRendering
{
// Main entry point for our scriptable render loop
static void ConfigureAndBindIntermediateRenderTarget(ScriptableRenderContext context, Camera cam, bool stereoEnabled, out RenderTargetIdentifier intermediateRTID, out bool isRTTexArray)
{
var intermediateRT = Shader.PropertyToID("_IntermediateTarget");

if (stereoEnabled)
{
RenderTextureDescriptor vrDesc = XRSettings.eyeTextureDesc;
vrDesc.depthBufferBits = 24;
RenderTextureDescriptor xrDesc = XRSettings.eyeTextureDesc;
xrDesc.depthBufferBits = 24;
if (vrDesc.dimension == TextureDimension.Tex2DArray)
if (xrDesc.dimension == TextureDimension.Tex2DArray)
bindIntermediateRTCmd.GetTemporaryRT(intermediateRT, vrDesc, FilterMode.Point);
bindIntermediateRTCmd.GetTemporaryRT(intermediateRT, xrDesc, FilterMode.Point);
}
else
{

CommandBufferPool.Release(blitIntermediateRTCmd);
}
// Main entry point for our scriptable render loop
public static void Render(ScriptableRenderContext context, IEnumerable<Camera> cameras, bool useIntermediateBlitPath)
{

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