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Merge pull request #1146 from Unity-Technologies/fix-1145

Fix for issue 1145 and also fix standalone builds
/main
GitHub 7 年前
当前提交
7bfc3e85
共有 2 个文件被更改,包括 3 次插入1 次删除
  1. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Light/HDAdditionalLightData.cs
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramid.cs

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Light/HDAdditionalLightData.cs


{
lightData.lightTypeExtent = LightTypeExtent.Rectangle;
light.type = LightType.Point; // Same as in HDLightEditor
#if UNITY_EDITOR
#endif
}
// At first init we need to initialize correctly the default value

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BufferPyramid.cs


public void CreateBuffers()
{
m_ColorPyramidBuffer = RTHandle.Alloc(size => CalculatePyramidSize(size), filterMode: FilterMode.Trilinear, colorFormat: RenderTextureFormat.ARGBHalf, sRGB: false, useMipMap: true, autoGenerateMips: false, name: "ColorPymarid");
m_ColorPyramidBuffer = RTHandle.Alloc(size => CalculatePyramidSize(size), filterMode: FilterMode.Trilinear, colorFormat: RenderTextureFormat.ARGBHalf, sRGB: false, useMipMap: true, autoGenerateMips: false, enableRandomWrite: true, name: "ColorPyramid");
m_DepthPyramidBuffer = RTHandle.Alloc(size => CalculatePyramidSize(size), filterMode: FilterMode.Trilinear, colorFormat: RenderTextureFormat.RGFloat, sRGB: false, useMipMap: true, autoGenerateMips: false, enableRandomWrite: true, name: "DepthPyramid"); // Need randomReadWrite because we downsample the first mip with a compute shader.
}

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