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Merge pull request #926 from Unity-Technologies/Branch_FixSkyReflectionSunReset

- Fixed Sky Reflection bad behavior when having no light in the scene…
/main
GitHub 6 年前
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a7190d7e
共有 2 个文件被更改,包括 5 次插入3 次删除
  1. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader
  2. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugDisplayLatlong.shader


{
Pass
{
ZWrite Off
ZWrite On
ZTest Always
Blend Off
Cull Off

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs


Vector3 camPosWS = camera.transform.position;
// We need to properly reset this here otherwise if we go from 1 light to no visible light we would keep the old reference active.
m_CurrentSunLight = null;
m_CurrentSunLightShadowIndex = -1;
// Note: Light with null intensity/Color are culled by the C++, no need to test it here
if (cullResults.visibleLights.Count != 0 || cullResults.visibleReflectionProbes.Count != 0)
{

// will be use...)
// The lightLoop is in charge, not the shadow pass.
// For now we will still apply the maximum of shadow here but we don't apply the sorting by priority + slot allocation yet
m_CurrentSunLight = null;
m_CurrentSunLightShadowIndex = -1;
// 2. Go through all lights, convert them to GPU format.
// Create simultaneously data for culling (LigthVolumeData and rendering)

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