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HDRenderPipeline: Enable light/material classification and compute light by default

/RenderPassXR_Sandbox
Sebastien Lagarde 7 年前
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9bc034e5
共有 1 个文件被更改,包括 3 次插入3 次删除
  1. 6
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs

6
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


{
enableTileAndCluster = true;
enableSplitLightEvaluation = true;
enableComputeLightEvaluation = false;
enableComputeLightVariants = false;
enableComputeMaterialVariants = false;
enableComputeLightEvaluation = true;
enableComputeLightVariants = true;
enableComputeMaterialVariants = true;
enableClustered = true;
enableFptlForOpaqueWhenClustered = true;

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