浏览代码

more PR cleanup

/main
Paul Melamed 7 年前
当前提交
a9485cff
共有 1 个文件被更改,包括 13 次插入5 次删除
  1. 18
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs

18
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


// In case of forward SSS we will bind all the required target. It is up to the shader to write into it or not.
if (m_FrameSettings.enableSubsurfaceScattering)
{
RenderTargetIdentifier[] m_MRTWithSSS = new RenderTargetIdentifier[2 + m_SSSBufferManager.sssBufferCount];
RenderTargetIdentifier[] m_MRTWithSSS =
new RenderTargetIdentifier[2 + m_SSSBufferManager.sssBufferCount];
m_MRTWithSSS[0] = m_CameraColorBuffer; // Store the specular color
m_MRTWithSSS[1] = m_CameraSssDiffuseLightingBuffer;
for (int i = 0; i < m_SSSBufferManager.sssBufferCount; ++i)

HDUtils.SetRenderTarget(cmd, hdCamera, m_CameraColorBuffer, m_CameraDepthStencilBuffer);
}
m_ForwardAndForwardOnlyPassNames[0] = m_ForwardOnlyPassNames[0] = HDShaderPassNames.s_ForwardOnlyName;
m_ForwardAndForwardOnlyPassNames[0] = m_ForwardOnlyPassNames[0] =
HDShaderPassNames.s_ForwardOnlyName;
var passNames = m_FrameSettings.enableForwardRenderingOnly ? m_ForwardAndForwardOnlyPassNames : m_ForwardOnlyPassNames;
var passNames = m_FrameSettings.enableForwardRenderingOnly
? m_ForwardAndForwardOnlyPassNames
: m_ForwardOnlyPassNames;
RenderOpaqueRenderList(cullResults, camera, renderContext, cmd, passNames, m_currentRendererConfigurationBakedLighting, null, m_DepthStateOpaqueWithPrepass);
RenderOpaqueRenderList(cullResults, camera, renderContext, cmd, passNames,
m_currentRendererConfigurationBakedLighting, null, m_DepthStateOpaqueWithPrepass);
DecalSystem.instance.SetAtlas(cmd); // for clustered decals
if (m_FrameSettings.enableDBuffer) // enable d-buffer flag value is being interpreted more like enable decals in general now that we have clustered
{
DecalSystem.instance.SetAtlas(cmd); // for clustered decals
}
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, m_AllTransparentPassNames, m_currentRendererConfigurationBakedLighting, pass == ForwardPass.PreRefraction ? HDRenderQueue.k_RenderQueue_PreRefraction : HDRenderQueue.k_RenderQueue_Transparent);
}
}

正在加载...
取消
保存