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sebastienlagarde 6 年前
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共有 1 个文件被更改,包括 2 次插入3 次删除
  1. 5
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs

5
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


// RenderDepthPrepass render both opaque and opaque alpha tested based on engine configuration.
// Forward only renderer: We always render everything
// Deferred renderer: We render a depth prepass only if engine request it. We can decide if we render everything or only opaque alpha tested object.
// Deferred renderer: We always render depth prepass for alpha tested (optimization), other object are render based on engine configuration.
// Forward opaque with deferred renderer (DepthForwardOnly pass): We always render everything
void RenderDepthPrepass(CullResults cull, HDCamera hdCamera, ScriptableRenderContext renderContext, CommandBuffer cmd, bool forcePrepass)
{

// Guidelines: In deferred by default there is no opaque in forward. However it is possible to force an opaque material to render in forward
// by using the pass "ForwardOnly". In this case the .shader should not have "Forward" but only a "ForwardOnly" pass.
// It must also have a "DepthForwardOnly" and no "DepthOnly" pass as forward material (either deferred or forward only rendering) have always a depth pass.
// In case of forward only rendering we have a depth prepass. In case of deferred renderer, it is optional
// If a forward material have no depth prepass, then lighting can be incorrect (deferred sahdowing, SSAO), this may be acceptable depends on usage
bool addFullDepthPrepass = m_FrameSettings.enableForwardRenderingOnly || m_FrameSettings.enableDepthPrepassWithDeferredRendering;
bool addAlphaTestedOnly = !m_FrameSettings.enableForwardRenderingOnly && !m_FrameSettings.enableDepthPrepassWithDeferredRendering;

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