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Set ss shadowmap RT format back to R8 from debug visualize.

/main
John 7 年前
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42efbec7
共有 2 个文件被更改,包括 2 次插入2 次删除
  1. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
  2. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightScreenSpaceShadows.shader

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs


SetupShadowReceiverConstants(cmd, visibleLights[lightData.mainLightIndex]);
SetShadowCollectPassKeywords(cmd, ref lightData);
cmd.GetTemporaryRT(m_ScreenSpaceShadowMapRTID, m_CurrCamera.pixelWidth, m_CurrCamera.pixelHeight, 0, FilterMode.Bilinear, RenderTextureFormat.ARGBHalf);
cmd.GetTemporaryRT(m_ScreenSpaceShadowMapRTID, m_CurrCamera.pixelWidth, m_CurrCamera.pixelHeight, 0, FilterMode.Bilinear, RenderTextureFormat.R8);
cmd.Blit(null, m_ScreenSpaceShadowMapRT, m_ScreenSpaceShadowsMaterial);
context.ExecuteCommandBuffer(cmd);

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightScreenSpaceShadows.shader


return o;
}
half4 Fragment(Interpolators i) : SV_Target
half Fragment(Interpolators i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);

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