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Merge pull request #1672 from Unity-Technologies/Add-renderer-priority

Add renderer priority
/main
GitHub 6 年前
当前提交
9dccf245
共有 2 个文件被更改,包括 5 次插入4 次删除
  1. 4
      com.unity.render-pipelines.high-definition/CHANGELOG.md
  2. 5
      com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs

4
com.unity.render-pipelines.high-definition/CHANGELOG.md


## [unreleased]
## [3.0.0-preview]
### Added
- Added support for RendererPriority on Renderer. This allow to control order of transparent rendering manually. HDRP have now two stage of sorting for transparent in addition to bact to front. Material have a priority then Renderer have a priority.
### Fixed
- Fixed an issue with distortion that was using previous frame instead of current frame

5
com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs


rendererSupportsLightProbeProxyVolumes = true,
rendererSupportsMotionVectors = true,
rendererSupportsReceiveShadows = false,
rendererSupportsReflectionProbes = true
rendererSupportsReflectionProbes = true,
rendererSupportsRendererPriority = true
};
Lightmapping.SetDelegate(GlobalIlluminationUtils.hdLightsDelegate);

var drawSettings = new DrawRendererSettings(hdCamera.camera, HDShaderPassNames.s_EmptyName)
{
rendererConfiguration = rendererConfiguration,
sorting = { flags = SortFlags.CommonTransparent }
sorting = { flags = SortFlags.CommonTransparent | SortFlags.RendererPriority }
};
for (int i = 0; i < passNames.Length; ++i)

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