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HDRenderPipeline: Fix Rough refraction PR after merge with ProfilingSample refactor

/stochastic_alpha_test
sebastienlagarde 7 年前
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a2f9aa81
共有 1 个文件被更改,包括 3 次插入3 次删除
  1. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs

6
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


using System.Collections.Generic;
using System.Collections.Generic;
using UnityEngine.Rendering;
using System;
using System.Linq;

if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableGaussianPyramid)
return;
using (new ProfilingSample("Gaussian Pyramid Color", cmd))
using (new ProfilingSample(cmd, "Gaussian Pyramid Color"))
{
int w = camera.pixelWidth;
int h = camera.pixelHeight;

if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableGaussianPyramid)
return;
using (new ProfilingSample("Pyramid Depth", cmd))
using (new ProfilingSample(cmd, "Pyramid Depth"))
{
int w = camera.pixelWidth;
int h = camera.pixelHeight;

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