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Fix the priority of the volumetric lighting pass

/Yibing-Project-2
Evgenii Golubev 7 年前
当前提交
41170e86
共有 1 个文件被更改,包括 4 次插入4 次删除
  1. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs

8
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


buildGPULightListsCompleteFence = m_LightLoop.BuildGPULightListsAsyncBegin(camera, renderContext, m_CameraDepthStencilBufferRT, m_CameraStencilBufferCopyRT, startFence);
}
// Render the volumetric lighting.
// The pass only requires the volume properties and the light list, and can run async.
VolumetricLightingPass(hdCamera, cmd);
using (new ProfilingSample(cmd, "Render shadows", GetSampler(CustomSamplerId.RenderShadows)))
{
m_LightLoop.RenderShadows(renderContext, cmd, m_CullResults);

m_LightLoop.BuildGPULightLists(camera, cmd, m_CameraDepthStencilBufferRT, m_CameraStencilBufferCopyRT);
}
}
// Render the volumetric lighting.
// The pass requires the volume properties, the light list and the shadows, and can run async.
VolumetricLightingPass(hdCamera, cmd);
// Caution: We require sun light here as some sky use the sun light to render, mean UpdateSkyEnvironment
// must be call after BuildGPULightLists.

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