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Revert the MIP copy changes

/main
Evgenii Golubev 8 年前
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6708a6a4
共有 1 个文件被更改,包括 8 次插入7 次删除
  1. 15
      Assets/ScriptableRenderLoop/HDRenderLoop/Sky/SkyRenderer.cs

15
Assets/ScriptableRenderLoop/HDRenderLoop/Sky/SkyRenderer.cs


private void RenderSky(Camera camera, SkyParameters skyParameters, Mesh skyMesh, RenderLoop renderLoop)
{
Shader.EnableKeyword("PERFORM_SKY_OCCLUSION_TEST");
m_RenderSkyPropertyBlock.SetTexture("_Cubemap", skyParameters.skyHDRI);
m_RenderSkyPropertyBlock.SetVector("_SkyParam", new Vector4(skyParameters.exposure, skyParameters.multiplier, skyParameters.rotation, 0.0f));
m_RenderSkyPropertyBlock.SetMatrix("_InvViewProjMatrix", Utilities.GetViewProjectionMatrix(camera).inverse);

private void RenderSkyToCubemap(SkyParameters skyParameters, RenderTexture target, RenderLoop renderLoop)
{
Shader.DisableKeyword("PERFORM_SKY_OCCLUSION_TEST");
for (int i = 0; i < 6; ++i)
{
Utilities.SetRenderTarget(renderLoop, target, 0, (CubemapFace)i);

return;
}
var cmd = new CommandBuffer { name = "" };
cmd.CopyTexture(input, target);
// All parameters are neutral because exposure/multiplier have already been applied in the first copy.
SkyParameters skyParams = new SkyParameters();
skyParams.exposure = 0.0f;
skyParams.multiplier = 1.0f;
skyParams.rotation = 0.0f;
skyParams.skyHDRI = input;
RenderSkyToCubemap(skyParams, target, renderLoop);
// End temp
//for (int f = 0; f < 6; f++)

{
Utilities.SetRenderTarget(renderLoop, target, mip, (CubemapFace)face);
var cmd = new CommandBuffer { name = "" };
cmd.DrawMesh(m_CubemapFaceMesh[face], Matrix4x4.identity, m_GGXConvolveMaterial, 0, 0, propertyBlock);
renderLoop.ExecuteCommandBuffer(cmd);
cmd.Dispose();

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