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Lw/bugfix/1058812 (#1818)

*  Disabled StruturedBuffer due to an issue with Graphics Emulation

*  added release notes

*  updated template image
/main
GitHub 6 年前
当前提交
9a457bcc
共有 4 个文件被更改,包括 732 次插入282 次删除
  1. 989
      TestProjects/LWGraphicsTest/Assets/ReferenceImages/Linear/OSXEditor/Metal/007_LitShaderMaps.png
  2. 1
      com.unity.render-pipelines.lightweight/CHANGELOG.md
  3. 11
      com.unity.render-pipelines.lightweight/LWRP/LightweightForwardRenderer.cs
  4. 13
      com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Input.hlsl

989
TestProjects/LWGraphicsTest/Assets/ReferenceImages/Linear/OSXEditor/Metal/007_LitShaderMaps.png

之前 之后
宽度: 640  |  高度: 360  |  大小: 161 KiB

1
com.unity.render-pipelines.lightweight/CHANGELOG.md


- The UI for Lightweight asset has been updated with new categories. A more clean structure and foldouts has been added to keep things organized.
### Fixed
- Rendering no longer breaks when Android platform is selected in Build Settings. (case 1058812)
- Scriptable passes no longer have missing material references. Now they access cached materials in the renderer.(case 1061353)
- When you change a Shadow Cascade option in the Pipeline Asset, this no longer warns you that you've exceeded the array size for the _WorldToShadow property.
- Terrain shader optimizations.

11
com.unity.render-pipelines.lightweight/LWRP/LightweightForwardRenderer.cs


{
get
{
return SystemInfo.supportsComputeShaders &&
SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLCore &&
!Application.isMobilePlatform &&
Application.platform != RuntimePlatform.WebGLPlayer;
// TODO: Graphics Emulation are breaking StructuredBuffers disabling it for now until
// we have a fix for it
return false;
// return SystemInfo.supportsComputeShaders &&
// SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLCore &&
// !Application.isMobilePlatform &&
// Application.platform != RuntimePlatform.WebGLPlayer;
}
}

13
com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Input.hlsl


#define MAX_VISIBLE_LIGHTS 16
// TODO: Graphics Emulation are breaking structured buffers for now disabling it until we have a fix
#define USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA 0
#if defined(SHADER_API_MOBILE) || defined(SHADER_API_GLES) || defined(SHADER_API_GLCORE)
#define USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA 0
#else
#define USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA 1
#endif
// #if defined(SHADER_API_MOBILE) || defined(SHADER_API_GLES) || defined(SHADER_API_GLCORE)
// #define USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA 0
// #else
// #define USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA 1
// #endif
struct InputData
{

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