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Fixed issue that was causing offscreen camera to render black when either depth or opaque color was requested.

/main
Felipe Lira 7 年前
当前提交
93391382
共有 1 个文件被更改,包括 10 次插入4 次删除
  1. 14
      com.unity.render-pipelines.lightweight/LWRP/LightweightForwardRenderer.cs

14
com.unity.render-pipelines.lightweight/LWRP/LightweightForwardRenderer.cs


EnqueuePass(cmd, RenderPassHandles.LocalShadows, baseDescriptor);
bool requiresDepthAttachment = requiresCameraDepth && !requiresDepthPrepass;
bool requiresColorAttachment = RequiresColorAttachment(ref renderingData.cameraData, baseDescriptor) || requiresDepthAttachment;
bool requiresColorAttachment = RequiresIntermediateColorTexture(ref renderingData.cameraData, baseDescriptor, requiresDepthAttachment);
int[] colorHandles = (requiresColorAttachment) ? new[] {RenderTargetHandles.Color} : null;
int depthHandle = (requiresColorAttachment) ? RenderTargetHandles.DepthAttachment : -1;
EnqueuePass(cmd, RenderPassHandles.ForwardLit, baseDescriptor, colorHandles, depthHandle, renderingData.cameraData.msaaSamples);

public RenderTargetIdentifier GetSurface(int handle)
{
if (handle == -1)
return BuiltinRenderTextureType.CameraTarget;
if (handle < 0 || !m_ResourceMap.TryGetValue(handle, out renderTargetID))
if (!m_ResourceMap.TryGetValue(handle, out renderTargetID))
{
Debug.LogError(string.Format("Handle {0} has not any surface registered to it.", handle));
return new RenderTargetIdentifier();

m_ActiveRenderPassQueue.Add(pass);
}
bool RequiresColorAttachment(ref CameraData cameraData, RenderTextureDescriptor baseDescriptor)
bool RequiresIntermediateColorTexture(ref CameraData cameraData, RenderTextureDescriptor baseDescriptor, bool requiresCameraDepth)
if (cameraData.isOffscreenRender)
return false;
return cameraData.isSceneViewCamera || isScaledRender || cameraData.isHdrEnabled ||
return requiresCameraDepth || cameraData.isSceneViewCamera || isScaledRender || cameraData.isHdrEnabled ||
cameraData.postProcessEnabled || cameraData.requiresOpaqueTexture || isTargetTexture2DArray;
}

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