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Fix rendering of transparent objects

/RenderPassXR_Sandbox
Evgenii Golubev 7 年前
当前提交
85c6cfd8
共有 1 个文件被更改,包括 6 次插入2 次删除
  1. 8
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs

8
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


}
else
{
using (new Utilities.ProfilingSample(usingFptl ? "Forward Tiled pass" : "Forward Clustered pass", cmd))
// Only opaques can use FPTL, transparents must use clustered!
bool useFptl = renderOpaque && usingFptl;
using (new Utilities.ProfilingSample(useFptl ? "Forward Tiled pass" : "Forward Clustered pass", cmd))
cmd.SetGlobalFloat("_UseTileLightList", usingFptl ? 1 : 0); // leaving this as a dynamic toggle for now for forward opaques to keep shader variants down.
cmd.SetGlobalFloat("_UseTileLightList", useFptl ? 1 : 0); // leaving this as a dynamic toggle for now for forward opaques to keep shader variants down.
cmd.SetGlobalBuffer("g_vLightListGlobal", useFptl ? s_LightList : s_PerVoxelLightLists);
}
}
}

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