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Use scissor on shadowmap to mimic 'clamp to edge'.

/2018.1
Felipe Lira 6 年前
当前提交
3b4ae136
共有 1 个文件被更改,包括 6 次插入1 次删除
  1. 7
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs

7
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs


CameraRenderTargetID.depth = Shader.PropertyToID("_CameraDepthTexture");
CameraRenderTargetID.depthCopy = Shader.PropertyToID("_CameraCopyDepthTexture");
m_ShadowMapRT = new RenderTargetIdentifier(m_ShadowMapRTID);
m_ScreenSpaceShadowMapRT = new RenderTargetIdentifier(m_ScreenSpaceShadowMapRTID);
m_ColorRT = new RenderTargetIdentifier(CameraRenderTargetID.color);

{
cmd.SetViewport(new Rect(m_ShadowSlices[cascadeIndex].atlasX, m_ShadowSlices[cascadeIndex].atlasY,
m_ShadowSlices[cascadeIndex].shadowResolution, m_ShadowSlices[cascadeIndex].shadowResolution));
cmd.EnableScissorRect(new Rect(m_ShadowSlices[cascadeIndex].atlasX + 4, m_ShadowSlices[cascadeIndex].atlasY + 4,
m_ShadowSlices[cascadeIndex].shadowResolution - 8, m_ShadowSlices[cascadeIndex].shadowResolution - 8));
cmd.Clear();
cmd.DisableScissorRect();
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
}

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