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GlobalTextureSettings textureSettings, |
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ShadowInitParameters shadowInit, ShadowSettings shadowSettings, IBLFilterGGX iblFilterGGX) |
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{ |
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// Deferred opaque are always using Fptl. Forward opaque can use Fptl or Cluster, transparent use cluster.
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// When MSAA is enabled we disable Fptl as it become expensive compare to cluster
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// In HD, MSAA is only supported for forward only rendering, no MSAA in deferred mode (for code complexity reasons)
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// If Deferred, enable Fptl. If we are forward renderer only and not using Fptl for forward opaque, disable Fptl
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m_isFptlEnabledForForwardOpaque = tileSettings.enableFptlForForwardOpaque; // TODO: Disable if MSAA
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m_Resources = renderPipelineResources; |
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m_TileSettings = tileSettings; |
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public void UpdateRenderingPathState(bool useForwardRenderingOnly) |
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{ |
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// Deferred opaque are always using Fptl. Forward opaque can use Fptl or Cluster, transparent use cluster.
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// When MSAA is enabled we disable Fptl as it become expensive compare to cluster
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// In HD, MSAA is only supported for forward only rendering, no MSAA in deferred mode (for code complexity reasons)
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// If Deferred, enable Fptl. If we are forward renderer only and not using Fptl for forward opaque, disable Fptl
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m_isFptlEnabledForForwardOpaque = m_TileSettings.enableFptlForForwardOpaque; // TODO: Disable if MSAA
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if (GetFeatureVariantsEnabled()) |
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{ |
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