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Changed shadowmap to use D16_UNORM format.

/2018.1
Felipe Lira 6 年前
当前提交
6a45fea2
共有 1 个文件被更改,包括 2 次插入1 次删除
  1. 3
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs

3
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs


private MixedLightingSetup m_MixedLightingSetup;
private const int kDepthStencilBufferBits = 32;
private const int kShadowBufferBits = 16;
private Vector4[] m_DirectionalShadowSplitDistances = new Vector4[kMaxCascades];
private Vector4 m_DirectionalShadowSplitRadii;

var cmd = CommandBufferPool.Get("Prepare Shadowmap");
cmd.GetTemporaryRT(m_ShadowMapRTID, m_ShadowSettings.shadowAtlasWidth,
m_ShadowSettings.shadowAtlasHeight, kDepthStencilBufferBits, FilterMode.Bilinear, m_ShadowSettings.renderTextureFormat);
m_ShadowSettings.shadowAtlasHeight, kShadowBufferBits, FilterMode.Bilinear, m_ShadowSettings.renderTextureFormat);
// LightweightPipeline.SetRenderTarget is meant to be used with camera targets, not shadowmaps
CoreUtils.SetRenderTarget(cmd, m_ShadowMapRT, ClearFlag.Depth, CoreUtils.ConvertSRGBToActiveColorSpace(m_CurrCamera.backgroundColor));

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