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Merge pull request #351 from Unity-Technologies/Branch_FixGBufferDebugPS4

Fixed GBuffer full screen debug pass to use DrawFullScreen instead of blit (blit would not work on PS4 with a shader that use only vertexIDs as input).
/RenderPassXR_Sandbox
GitHub 7 年前
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a8c5d6d8
共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


using (new Utilities.ProfilingSample("DebugViewMaterialGBuffer", cmd))
{
// TODO: Bind depth textures
cmd.Blit(null, m_CameraColorBufferRT, m_DebugViewMaterialGBuffer, 0);
Utilities.DrawFullScreen(cmd, m_DebugViewMaterialGBuffer, m_CameraColorBufferRT);
}
}

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