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Fixed GBuffer full screen debug pass to use DrawFullScreen instead of blit (blit would not work on PS4 with a shader that use only vertexIDs as input).

/RenderPassXR_Sandbox
Julien Ignace 7 年前
当前提交
93186c84
共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


using (new Utilities.ProfilingSample("DebugViewMaterialGBuffer", cmd))
{
// TODO: Bind depth textures
cmd.Blit(null, m_CameraColorBufferRT, m_DebugViewMaterialGBuffer, 0);
Utilities.DrawFullScreen(cmd, m_DebugViewMaterialGBuffer, m_CameraColorBufferRT);
}
}

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