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Moved SSAO after depth copying.

/Branch_Batching2
Keijiro Takahashi 7 年前
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9ab50093
共有 1 个文件被更改,包括 6 次插入6 次删除
  1. 12
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs

12
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


RenderForwardOnlyOpaqueDepthPrepass(cullResults, camera, renderContext);
RenderGBuffer(cullResults, camera, renderContext);
// Apply screen-space effects to the GBuffer.
if (m_Owner.commonSettingsToUse != null)
{
m_SsaoEffect.Render(m_Owner.commonSettingsToUse.screenSpaceAmbientOcclusionSettings, camera, renderContext, m_CameraDepthStencilBufferRT);
}
// Now the depth texture and the GBuffer are ready. We can run some screen-space effects on it.
if (m_Owner.commonSettingsToUse != null)
{
m_SsaoEffect.Render(m_Owner.commonSettingsToUse.screenSpaceAmbientOcclusionSettings, camera, renderContext, GetDepthTexture());
}
}
if (debugDisplaySettings.IsDebugMaterialDisplayEnabled())

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