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Do not execute the same deferred CS twice

/RenderPassXR_Sandbox
Evgenii Golubev 7 年前
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77bfc8c9
共有 1 个文件被更改,包括 6 次插入0 次删除
  1. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


{
var bUseClusteredForDeferred = !usingFptl;
if (m_TileSettings.enableComputeLightEvaluation && outputSplitLighting)
{
// The CS is always in the MRT mode. Do not execute the same shader twice.
return;
}
// TODO: To reduce GC pressure don't do concat string here
using (new Utilities.ProfilingSample((m_TileSettings.enableTileAndCluster ? "TilePass - Deferred Lighting Pass" : "SinglePass - Deferred Lighting Pass") + (outputSplitLighting ? " MRT" : ""), cmd))
{

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