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HDRenderLoop: few fix on cluster FPTL, still not work yet

/main
Sebastien Lagarde 8 年前
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39e6194b
共有 2 个文件被更改,包括 3 次插入3 次删除
  1. 2
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/lightlistbuild-clustered.compute
  2. 4
      Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.hlsl

2
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/lightlistbuild-clustered.compute


{
uint lightCategory = _LightShapeData[coarseList[l]].lightCategory;
++modelListCount[lightCategory == REFLECTION_LIGHT ? 1 : 0];
g_vLayeredLightList[offs++] = coarseList[l]; // reflection lights will be last since we sorted
g_vLayeredLightList[offs++] = _LightShapeData[coarseList[l]].lightIndex; // reflection lights will be last since we sorted
}
}

4
Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.hlsl


uint _UseTileLightList;
//#endif
#ifdef USE_CLUSTERED_LIGHTLIST
//#ifdef USE_CLUSTERED_LIGHTLIST
#endif
//#endif
// TODO: Need to correctly define the shadow framework, WIP
#include "../SinglePass/SinglePass.hlsl"
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