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Merge pull request #336 from Unity-Technologies/Branch_NoTessellateOutsideView

Performance improvement of tessellation wrt shadows
/RenderPassXR_Sandbox
GitHub 7 年前
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47d3a4c8
共有 1 个文件被更改,包括 13 次插入3 次删除
  1. 16
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.hlsl

16
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.hlsl


// Thus the following code play with both.
#if defined(SHADERPASS) && (SHADERPASS != SHADERPASS_SHADOWS)
bool frustumCulled = WorldViewFrustumCull(p0, p1, p2, maxDisplacement, (float4[4])_FrustumPlanes); // _FrustumPlanes are primary camera planes
bool frustumCulledCurrentView = WorldViewFrustumCull(p0, p1, p2, maxDisplacement, (float4[4])_FrustumPlanes); // _FrustumPlanes are primary camera planes
bool frustumCulledMainView = false;
bool frustumCulled = WorldViewFrustumCull(p0, p1, p2, maxDisplacement, (float4[4])unity_CameraWorldClipPlanes); // unity_CameraWorldClipPlanes is set by legacy Unity in case of shadow and contain shadow view plan
bool frustumCulledCurrentView = WorldViewFrustumCull(p0, p1, p2, maxDisplacement, (float4[4])unity_CameraWorldClipPlanes); // unity_CameraWorldClipPlanes is set by legacy Unity in case of shadow and contain shadow view plan
// In the case of shadow, we don't want to tessellate anything that is not seen by the main view frustum. It can result in minor popping of tessellation into a shadow but we can't afford it anyway.
bool frustumCulledMainView = WorldViewFrustumCull(p0, p1, p2, maxDisplacement, (float4[4])_FrustumPlanes);
#endif
bool faceCull = false;

}
#endif
if (frustumCulled || faceCull)
if (frustumCulledCurrentView || faceCull)
}
// See comment above:
// During shadow passes, we decide that anything outside the main view frustum should not be tessellated.
if (frustumCulledMainView)
{
return float4(1.0, 1.0, 1.0, 1.0);
}
// We use the parameters of the primary (scene view) camera in order

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