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HDrenderPipeline: move call of UpdateSkyEnvironment

/main
sebastienlagarde 8 年前
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b354ea14
共有 1 个文件被更改,包括 6 次插入3 次删除
  1. 9
      Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs

9
Assets/ScriptableRenderLoop/HDRenderPipeline/HDRenderPipeline.cs


InitAndClearBuffer(camera, renderContext);
UpdateSkyEnvironment(hdCamera, renderContext); // TODO: Use async compute here to run sky convolution during other passes
RenderDepthPrepass(cullResults, camera, renderContext);
// Forward opaque with deferred/cluster tile require that we fill the depth buffer

m_lightLoop.BuildGPULightLists(camera, renderContext, m_CameraDepthBufferRT); // TODO: Use async compute here to run light culling during shadow
PushGlobalParams(hdCamera, renderContext);
}
}
// Caution: We require sun light here as some sky use the sun light to render, mean UpdateSkyEnvironment
// must be call after BuildGPULightLists.
// TODO: Try to arrange code so we can trigger this call earlier and use async compute here to run sky convolution during other passes (once we move convolution shader to compute).
UpdateSkyEnvironment(hdCamera, renderContext);
RenderDeferredLighting(hdCamera, renderContext);

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