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HDRenderPipeline: Fix compil after Postprocess update (moving out of experimental namespace)

/RenderPassXR_Sandbox
sebastienlagarde 7 年前
当前提交
3cfcd772
共有 7 个文件被更改,包括 16 次插入3 次删除
  1. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  2. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.cs
  3. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/AmbientOcclusion/ScreenSpaceAmbientOcclusion.cs
  4. 4
      Packages/Config/manifest.json
  5. 9
      Packages/Config/manifest.json.meta

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


using UnityEngine.Rendering;
using System;
using System.Linq;
using UnityEngine.Experimental.PostProcessing;
using UnityEngine.Rendering.PostProcessing;
using UnityEngine.Experimental.Rendering.HDPipeline.TilePass;
#if UNITY_EDITOR

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipelineAsset.cs


using UnityEngine.Rendering;
using System;
using System.Linq;
using UnityEngine.Experimental.PostProcessing;
using UnityEngine.Rendering.PostProcessing;
using UnityEngine.Experimental.Rendering.HDPipeline.TilePass;
#if UNITY_EDITOR

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/AmbientOcclusion/ScreenSpaceAmbientOcclusion.cs


// If SSAO is disable, simply put a white 1x1 texture
if (settings.enable == false || isForward)
{
m_Command.SetGlobalTexture(Uniforms._AOBuffer, PostProcessing.RuntimeUtilities.blackTexture); // Neutral is black, see the comment in the shaders
m_Command.SetGlobalTexture(Uniforms._AOBuffer, UnityEngine.Rendering.PostProcessing.RuntimeUtilities.blackTexture); // Neutral is black, see the comment in the shaders
renderContext.ExecuteCommandBuffer(m_Command);
return;
}

4
Packages/Config/manifest.json


{
"dependencies": {
}
}

9
Packages/Config/manifest.json.meta


fileFormatVersion: 2
guid: 4da0f3a9d8c6b614ca13a0b9857c0298
timeCreated: 1499267976
licenseType: Pro
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
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