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Fixed an issue where light would be culled when further than max shadow distance.

/fptl_cleanup
Julien Ignace 8 年前
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6b10b013
共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


// Setup shadow data arrays
// In case lightData.shadowDimmer == 0.0 we need to avoid rendering the shadow map... see how it can be done with the culling (and more specifically, how can we do that BEFORE sending for shadows)
bool hasShadows = lightData.shadowDimmer > 0.0f && light.light.shadows != LightShadows.None && shadowOutput.GetShadowSliceCountLightIndex(lightIndex) != 0;
bool hasShadows = lightData.shadowDimmer > 0.0f && distanceToCamera < shadowSettings.maxShadowDistance && light.light.shadows != LightShadows.None && shadowOutput.GetShadowSliceCountLightIndex(lightIndex) != 0;
bool hasNotReachMaxLimit = shadowCount + (lightData.lightType == GPULightType.Point ? 6 : 1) <= k_MaxShadowOnScreen;
// TODO: Read the comment about shadow limit/management at the beginning of this loop

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