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HDRenderPipeline: Re-add #ifeditor to compile standalone player

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sebastienlagarde 7 年前
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ae7b43f7
共有 1 个文件被更改,包括 4 次插入0 次删除
  1. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


m_LightLoop.UpdateCullingParameters(ref cullingParams);
#if UNITY_EDITOR
#endif
// decal system needs to be updated with current camera
if (m_FrameSettings.enableDBuffer)

// Make sure to unbind every render texture here because in the next iteration of the loop we might have to reallocate render texture (if the camera size is different)
cmd.SetRenderTarget(new RenderTargetIdentifier(-1), new RenderTargetIdentifier(-1));
#if UNITY_EDITOR
// We still need to bind correctly default camera target with our depth buffer in case we are currently rendering scene view. It should be the last camera here
// bind depth surface for editor grid/gizmo/selection rendering
if (camera.cameraType == CameraType.SceneView)

#endif
}
// Caution: ExecuteCommandBuffer must be outside of the profiling bracket

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