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Merge pull request #627 from Unity-Technologies/Branch_FixWireFrameAndBGColor

Fix wireframe and bg color
/main
GitHub 7 年前
当前提交
4914124a
共有 1 个文件被更改,包括 15 次插入14 次删除
  1. 29
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs

29
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


{
// We render first the opaque object as opaque alpha tested are more costly to render and could be reject by early-z (but not Hi-z as it is disable with clip instruction)
// This is handled automatically with the RenderQueue value (OpaqueAlphaTested have a different value and thus are sorted after Opaque)
RenderOpaqueRenderList(cull, camera, renderContext, cmd, m_DepthOnlyAndDepthForwardOnlyPassNames, 0, RenderQueueRange.opaque);
RenderOpaqueRenderList(cull, camera, renderContext, cmd, m_DepthOnlyAndDepthForwardOnlyPassNames, 0, RenderQueueRange.opaque, m_DepthStateOpaque);
RenderOpaqueRenderList(cull, camera, renderContext, cmd, m_DepthForwardOnlyPassNames, 0, RenderQueueRange.opaque);
RenderOpaqueRenderList(cull, camera, renderContext, cmd, m_DepthForwardOnlyPassNames, 0, RenderQueueRange.opaque, m_DepthStateOpaque);
RenderOpaqueRenderList(cull, camera, renderContext, cmd, m_DepthOnlyPassNames, 0, renderQueueRange);
RenderOpaqueRenderList(cull, camera, renderContext, cmd, m_DepthOnlyPassNames, 0, renderQueueRange, m_DepthStateOpaque);
}
}

if (pass == ForwardPass.Opaque)
{
if (m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled())
{
m_ForwardAndForwardOnlyPassNames[0] = m_ForwardOnlyPassNames[0] = HDShaderPassNames.s_ForwardOnlyDebugDisplayName;
m_ForwardAndForwardOnlyPassNames[1] = HDShaderPassNames.s_ForwardDebugDisplayName;
}
else
{
m_ForwardAndForwardOnlyPassNames[0] = m_ForwardOnlyPassNames[0] = HDShaderPassNames.s_ForwardOnlyName;
m_ForwardAndForwardOnlyPassNames[1] = HDShaderPassNames.s_ForwardName;
}
if (m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled())
{
m_ForwardAndForwardOnlyPassNames[0] = m_ForwardOnlyPassNames[0] = HDShaderPassNames.s_ForwardOnlyDebugDisplayName;
m_ForwardAndForwardOnlyPassNames[1] = HDShaderPassNames.s_ForwardDebugDisplayName;
}
else
{
m_ForwardAndForwardOnlyPassNames[0] = m_ForwardOnlyPassNames[0] = HDShaderPassNames.s_ForwardOnlyName;
m_ForwardAndForwardOnlyPassNames[1] = HDShaderPassNames.s_ForwardName;
}
var passNames = m_Asset.globalRenderingSettings.ShouldUseForwardRenderingOnly() ? m_ForwardAndForwardOnlyPassNames : m_ForwardOnlyPassNames;
// Forward opaque material always have a prepass (whether or not we use deferred, whether or not there is option like alpha test only) so we pass the right depth state here.

// Clear the HDR target
using (new ProfilingSample(cmd, "Clear HDR target", GetSampler(CustomSamplerId.ClearHDRTarget)))
{
CoreUtils.SetRenderTarget(cmd, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, ClearFlag.Color, CoreUtils.clearColorAllBlack);
Color clearColor = camera.camera.backgroundColor.linear; // Need it in linear because we clear a linear fp16 texture.
CoreUtils.SetRenderTarget(cmd, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, ClearFlag.Color, clearColor);
}
// Clear GBuffers

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