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We don't have support to highp Texture2DMS in shader back end. Disabling multisample depth resolve until we fix the issue.

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Felipe Lira 6 年前
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3cc463d7
共有 1 个文件被更改,包括 5 次插入1 次删除
  1. 6
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightForwardRenderer.cs

6
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightForwardRenderer.cs


bool supportsTextureCopy = SystemInfo.copyTextureSupport != CopyTextureSupport.None;
bool supportsDepthTarget = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth);
bool supportsDepthCopy = !msaaEnabledForCamera && (supportsDepthTarget || supportsTextureCopy);
bool msaaDepthResolve = msaaEnabledForCamera && SystemInfo.supportsMultisampledTextures != 0;
// TODO: We don't have support to highp Texture2DMS currently and this breaks depth precision.
// currently disabling it until shader changes kick in.
//bool msaaDepthResolve = msaaEnabledForCamera && SystemInfo.supportsMultisampledTextures != 0;
bool msaaDepthResolve = false;
return supportsDepthCopy || msaaDepthResolve;
}

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