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Fixed handling unknown GPUShadowTypes in the shadow manager.

/tag-1.1.6-preview
Peter Bay Bastian 6 年前
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9ea8912a
共有 1 个文件被更改,包括 2 次插入5 次删除
  1. 7
      ScriptableRenderPipeline/Core/CoreRP/Shadow/Shadow.cs

7
ScriptableRenderPipeline/Core/CoreRP/Shadow/Shadow.cs


int requestIdx = shadowRequests[i];
VisibleLight vl = lights[requestIdx];
int facecount = 0;
GPUShadowType shadowType = GPUShadowType.Point;
GPUShadowType shadowType = GetShadowLightType( vl.light );
bool add = (distToCam < asd.shadowFadeDistance || vl.lightType == LightType.Directional) && m_ShadowSettings.enabled;
bool add = shadowType != GPUShadowType.Unknown && (distToCam < asd.shadowFadeDistance || vl.lightType == LightType.Directional) && m_ShadowSettings.enabled;
if( add )
{

add = --m_MaxShadows[(int)GPUShadowType.Directional, 0] >= 0;
shadowType = GPUShadowType.Directional;
shadowType = GPUShadowType.Point;
shadowType = GPUShadowType.Spot;
facecount = 1;
break;
}

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