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HDRenderPipeline: Debug the correct texture when using FullscreenDebug

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sebastienlagarde 7 年前
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4dd82f2d
共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


m_DebugFullScreen.SetFloat(HDShaderIDs._RequireToFlipInputTexture, hdCamera.camera.cameraType != CameraType.SceneView ? 1.0f : 0.0f);
CoreUtils.DrawFullScreen(cmd, m_DebugFullScreen, (RenderTargetIdentifier)BuiltinRenderTextureType.CameraTarget);
PushColorPickerDebugTexture(cmd, m_DebugFullScreenTempRT, hdCamera);
PushColorPickerDebugTexture(cmd, (RenderTargetIdentifier)BuiltinRenderTextureType.CameraTarget, hdCamera);
}
// Then overlays

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