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Use CeilToInt to process texture borders when its size is not a power of 8

/stochastic_alpha_test
Frédéric Vauchelles 7 年前
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7d4ce9e6
共有 1 个文件被更改,包括 2 次插入1 次删除
  1. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs

3
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


cmd.SetComputeVectorParam(resources.applyDistortionCS, HDShaderIDs._Size, size);
cmd.SetComputeVectorParam(resources.applyDistortionCS, HDShaderIDs._ZBufferParams, Shader.GetGlobalVector(HDShaderIDs._ZBufferParams));
cmd.SetComputeVectorParam(resources.applyDistortionCS, HDShaderIDs._GaussianPyramidColorMipSize, Shader.GetGlobalVector(HDShaderIDs._GaussianPyramidColorMipSize));
cmd.DispatchCompute(resources.applyDistortionCS, resources.applyDistortionKernel, (int)(size.x) / (int)x, (int)(size.y) / (int)y, 1);
cmd.DispatchCompute(resources.applyDistortionCS, resources.applyDistortionKernel, Mathf.CeilToInt(size.x / x), Mathf.CeilToInt(size.y / y), 1);
}
}

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