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HDRenderPipeline: fix naming of _DepthPyramidTexture => _PyramidDepthTexture

/main
sebastienlagarde 7 年前
当前提交
4a59f964
共有 2 个文件被更改,包括 3 次插入3 次删除
  1. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


};
m_DepthPyramidKernel = m_DepthPyramidCS.FindKernel("KMain");
m_DepthPyramidBuffer = HDShaderIDs._DepthPyramidTexture;
m_DepthPyramidBuffer = HDShaderIDs._PyramidDepthTexture;
m_DepthPyramidBufferRT = new RenderTargetIdentifier(m_DepthPyramidBuffer);
m_DepthPyramidBufferDesc = new RenderTextureDescriptor(2, 2, RenderTextureFormat.RFloat, 0)
{

PushFullScreenDebugDepthMip(cmd, m_DepthPyramidBufferRT, lodCount, m_DepthPyramidBufferDesc, hdCamera, debugMode);
cmd.SetGlobalTexture(HDShaderIDs._DepthPyramidTexture, m_DepthPyramidBuffer);
cmd.SetGlobalTexture(HDShaderIDs._PyramidDepthTexture, m_DepthPyramidBuffer);
for (int i = 0; i < lodCount + 1; i++)
cmd.ReleaseTemporaryRT(HDShaderIDs._DepthPyramidMips[i]);

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs


public static readonly int _ShadowMaskTexture = Shader.PropertyToID("_ShadowMaskTexture");
public static readonly int _DistortionTexture = Shader.PropertyToID("_DistortionTexture");
public static readonly int _GaussianPyramidColorTexture = Shader.PropertyToID("_GaussianPyramidColorTexture");
public static readonly int _DepthPyramidTexture = Shader.PropertyToID("_PyramidDepthTexture");
public static readonly int _PyramidDepthTexture = Shader.PropertyToID("_PyramidDepthTexture");
public static readonly int _GaussianPyramidColorMipSize = Shader.PropertyToID("_GaussianPyramidColorMipSize");
public static readonly int[] _GaussianPyramidColorMips =
{

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