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HDRenderPipeline: Fix file format

/main
sebastienlagarde 7 年前
当前提交
39e5b6fb
共有 1 个文件被更改,包括 7 次插入7 次删除
  1. 14
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs

14
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
}
#endif
if (m_FrameSettings.enableDBuffer)
{
// decal system needs to be updated with current camera, it needs it to set up culling and light list generation parameters

using (new ProfilingSample(cmd, "DBufferPrepareDrawData", CustomSamplerId.DBufferPrepareDrawData.GetSampler()))
{
if (m_FrameSettings.enableDBuffer)
{
DecalSystem.instance.EndCull();
{
DecalSystem.instance.EndCull();
DecalSystem.instance.UpdateCachedMaterialData(cmd); // textures, alpha or fade distances could've changed
DecalSystem.instance.CreateDrawData(); // prepare data is separate from draw
DecalSystem.instance.UpdateCachedMaterialData(cmd); // textures, alpha or fade distances could've changed
DecalSystem.instance.CreateDrawData(); // prepare data is separate from draw
}
}
renderContext.SetupCameraProperties(camera, m_FrameSettings.enableStereo);

m_DbufferManager.SetHTile(m_DbufferManager.bufferCount, cmd);
DecalSystem.instance.RenderIntoDBuffer(cmd);
m_DbufferManager.UnSetHTile(cmd);
m_DbufferManager.SetHTileTexture(cmd); // mask per 8x8 tile used for optimization when looking up dbuffer values
m_DbufferManager.SetHTileTexture(cmd); // mask per 8x8 tile used for optimization when looking up dbuffer values
}
}

{
HDUtils.SetRenderTarget(cmd, hdCamera, m_CameraColorBuffer, m_CameraDepthStencilBuffer);
if (m_FrameSettings.enableDBuffer) // enable d-buffer flag value is being interpreted more like enable decals in general now that we have clustered
{
{
DecalSystem.instance.SetAtlas(cmd); // for clustered decals
}
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, m_AllTransparentPassNames, m_currentRendererConfigurationBakedLighting, pass == ForwardPass.PreRefraction ? HDRenderQueue.k_RenderQueue_PreRefraction : HDRenderQueue.k_RenderQueue_Transparent);

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