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Fixed error about R8 texture format not being supported on old GLES 2.0 devices.

/2018.1
Felipe Lira 7 年前
当前提交
8c7757e0
共有 1 个文件被更改,包括 2 次插入1 次删除
  1. 3
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs

3
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs


if (!shadows)
{
var setRT = CommandBufferPool.Get("Generate Small Shadow Buffer");
setRT.GetTemporaryRT(m_ScreenSpaceShadowMapRTID, 4, 4, 0, FilterMode.Bilinear, RenderTextureFormat.R8);
int shadowmapID = m_ShadowSettings.screenSpace ? m_ScreenSpaceShadowMapRTID : m_ShadowMapRTID;
setRT.GetTemporaryRT(shadowmapID, 4, 4, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32);
setRT.Blit(Texture2D.whiteTexture, m_ScreenSpaceShadowMapRT);
context.ExecuteCommandBuffer(setRT);
}

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