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Disabled the global override for now in HDRenderPipeline.

/main
uygar 7 年前
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943f8944
共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


m_ShadowMgr = new ShadowExp.ShadowManager(shadowSettings, ref scInit, m_Shadowmaps);
// set global overrides - these need to match the override specified in ShadowDispatch.hlsl
bool useGlobalOverrides = true;
bool useGlobalOverrides = false;
m_ShadowMgr.SetGlobalShadowOverride( GPUShadowType.Point , ShadowAlgorithm.PCF, ShadowVariant.V1, ShadowPrecision.High, useGlobalOverrides );
m_ShadowMgr.SetGlobalShadowOverride( GPUShadowType.Spot , ShadowAlgorithm.PCF, ShadowVariant.V1, ShadowPrecision.High, useGlobalOverrides );
m_ShadowMgr.SetGlobalShadowOverride( GPUShadowType.Directional , ShadowAlgorithm.PCF, ShadowVariant.V1, ShadowPrecision.High, useGlobalOverrides );

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