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Fix SSS issue in forward

/stochastic_alpha_test
sebastienlagarde 7 年前
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92c9a705
共有 1 个文件被更改,包括 6 次插入0 次删除
  1. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs

6
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


// YIBING BEGIN
RenderForwardOnlyOpaqueSplitLighting(m_CullResults, camera, renderContext, cmd);
// TEMP: We need to perform a second render of the stencil it to be take into account for SSS with Disney
// When we implement forward SSS i HD,be sure we do it correctly and don't duplicate copy
PrepareAndBindStencilTexture(cmd);
SubsurfaceScatteringPass(hdCamera, cmd, m_Asset.sssSettings);
// YIBING END

// Forward opaque material always have a prepass (whether or not we use deferred, whether or not there is option like alpha test only) so we pass the right depth state here.
// YIBING PROJECT Note: The shader don't use DoAlphaTest, let's don't care about performance and just redo the clip test here.
RenderOpaqueRenderList(cullResults, camera, renderContext, cmd, new ShaderPassName(passName), HDUtils.k_RendererConfigurationBakedLighting);
// We need to unset the multi render target before going further, because compute shader SSS pass will not be able to bind the Gbuffer set in write mode.
CoreUtils.SetRenderTarget(cmd, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT);
}
}

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