浏览代码

Small fix

/Add-support-for-light-specular-color-tint
Felipe Lira 7 年前
当前提交
7cad2ae7
共有 1 个文件被更改,包括 2 次插入2 次删除
  1. 4
      ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs

4
ScriptableRenderPipeline/LightweightPipeline/LightweightPipeline.cs


// When soft particles are enabled we have to copy depth to another RT so we can read and write to depth
if (m_Asset.SupportsSoftParticles)
{
RenderTargetIdentifier colorRT = (m_IsOffscreenCamera) ? m_CurrCamera.targetTexture : m_CameraColorRT;
RenderTargetIdentifier colorRT = (m_IsOffscreenCamera) ? BuiltinRenderTextureType.CameraTarget : m_CameraColorRT;
CopyTexture(cmd, m_CameraDepthRT, m_CameraCopyDepthTexture);
SetupRenderTargets(cmd, colorRT, m_CameraCopyDepthRT);
}

private void BeginForwardRendering(ref ScriptableRenderContext context, FrameRenderingConfiguration renderingConfig)
{
RenderTargetIdentifier colorRT = (m_IsOffscreenCamera) ? new RenderTargetIdentifier(m_CurrCamera.targetTexture) : BuiltinRenderTextureType.CameraTarget;
RenderTargetIdentifier colorRT = BuiltinRenderTextureType.CameraTarget;
RenderTargetIdentifier depthRT = BuiltinRenderTextureType.None;
if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Stereo))

正在加载...
取消
保存