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Debug View Mode

/projects-TheLastStand
John Parsaie 7 年前
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3fb08cf4
共有 1 个文件被更改,包括 14 次插入0 次删除
  1. 14
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs

14
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs


private static readonly ShaderPassName m_DepthPrepass = new ShaderPassName("DepthOnly");
private static readonly ShaderPassName m_LitPassName = new ShaderPassName("LightweightForward");
private static readonly ShaderPassName m_UnlitPassName = new ShaderPassName("SRPDefaultUnlit"); // Renders all shaders without a lightmode tag
private static readonly ShaderPassName m_DebugViewPass = new ShaderPassName("DebugView");
// Legacy pass names
public static readonly ShaderPassName s_AlwaysName = new ShaderPassName("Always");

private void DebugViewPass(FrameRenderingConfiguration frameRenderingConfiguration, ref ScriptableRenderContext context, bool stereoEnabled)
{
//Set up buffers.
//Draw
var debugViewDrawSettings = new DrawRendererSettings(m_CurrCamera, m_DebugViewPass);
debugViewDrawSettings.sorting.flags = SortFlags.CommonOpaque;
var debugViewFilterSettings = new FilterRenderersSettings(true)
{
renderQueueRange = RenderQueueRange.opaque
};
context.DrawRenderers(m_CullResults.visibleRenderers, ref debugViewDrawSettings, debugViewFilterSettings);
}
private void ForwardPass(List<VisibleLight> visibleLights, FrameRenderingConfiguration frameRenderingConfiguration, ref ScriptableRenderContext context, ref LightData lightData, bool stereoEnabled)

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