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Paul Melamed 7 年前
当前提交
a95094c7
共有 4 个文件被更改,包括 7 次插入7 次删除
  1. 8
      com.unity.render-pipelines.high-definition/HDRP/Material/Decal/Decal.shader
  2. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalSystem.cs
  3. 2
      com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs
  4. 2
      com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDStringConstants.cs

8
com.unity.render-pipelines.high-definition/HDRP/Material/Decal/Decal.shader


Pass
{
Name "DBuffer" // Name is not used
Tags { "LightMode" = "DBuffer" } // This will be only for opaque object based on the RenderQueue index
Name "DBufferProjector" // Name is not used
Tags { "LightMode" = "DBufferProjector" } // This will be only for opaque object based on the RenderQueue index
// back faces with zfail, for cases when camera is inside the decal volume
Cull Front

Pass
{
Name "MeshDecals" // Name is not used
Tags{"LightMode" = "MeshDecals"} // This will be only for opaque object based on the RenderQueue index
Name "DBufferMesh" // Name is not used
Tags{"LightMode" = "DBufferMesh"} // This will be only for opaque object based on the RenderQueue index
Cull Back
ZWrite Off

2
com.unity.render-pipelines.high-definition/HDRP/Material/Decal/DecalSystem.cs


foreach (var pair in m_DecalSets)
{
pair.Value.RenderIntoDBuffer(cmd);
}
}
}
public void SetAtlas(CommandBuffer cmd)

2
com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs


return;
using (new ProfilingSample(cmd, "DBufferRender", CustomSamplerId.DBufferRender.GetSampler()))
{
{
// We need to copy depth buffer texture if we want to bind it at this stage
CopyDepthBufferIfNeeded(cmd);

2
com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDStringConstants.cs


public static readonly string s_TransparentDepthPostpassStr = "TransparentDepthPostpass";
public static readonly string s_MetaStr = "Meta";
public static readonly string s_ShadowCasterStr = "ShadowCaster";
public static readonly string s_MeshDecalsStr = "MeshDecals";
public static readonly string s_MeshDecalsStr = "DBufferMesh";
// ShaderPass name
public static readonly ShaderPassName s_EmptyName = new ShaderPassName(s_EmptyStr);

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