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Turns out the material immediate set doesn't really work.

/main
Felipe Lira 6 年前
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ab311887
共有 1 个文件被更改,包括 3 次插入5 次删除
  1. 8
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Passes/ForwardLitPass.cs

8
ScriptableRenderPipeline/LightweightPipeline/LWRP/Passes/ForwardLitPass.cs


if (cameraData.msaaSamples > 1)
{
m_DepthCopyMaterial.SetFloat(m_SampleCountShaderHandle, cameraData.msaaSamples);
m_DepthCopyMaterial.EnableKeyword(k_MsaaDepthKeyword);
cmd.SetGlobalFloat(m_SampleCountShaderHandle, cameraData.msaaSamples);
cmd.EnableShaderKeyword(k_MsaaDepthKeyword);
m_DepthCopyMaterial.DisableKeyword(k_MsaaDepthKeyword);
cmd.DisableShaderKeyword(k_MsaaDepthKeyword);
m_DepthCopyMaterial.DisableKeyword(k_MsaaDepthKeyword);
}
void CopyColorSubpass(ref ScriptableRenderContext context, ref CameraData cameraData)

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