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Merge branch 'master' into volume-texture-tool

/main
sebastienlagarde 6 年前
当前提交
b953de4f
共有 3 个文件被更改,包括 5 次插入4 次删除
  1. 3
      com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/FrameSettingsUI.cs
  2. 2
      com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/Deferred.compute
  3. 4
      com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/lightlistbuild.compute

3
com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/FrameSettingsUI.cs


EditorGUILayout.PropertyField(p.enableOpaqueObjects, _.GetContent("Enable Opaque Objects"));
EditorGUILayout.PropertyField(p.enableTransparentObjects, _.GetContent("Enable Transparent Objects"));
EditorGUILayout.PropertyField(p.enableMSAA, _.GetContent("Enable MSAA"));
// Hide for now as not supported
//EditorGUILayout.PropertyField(p.enableMSAA, _.GetContent("Enable MSAA"));
}
static void Drawer_FieldStereoEnabled(FrameSettingsUI s, SerializedFrameSettings p, Editor owner)

2
com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/Deferred.compute


BSDFData bsdfData;
BuiltinData builtinData;
DECODE_FROM_GBUFFER(posInput.positionSS, UINT_MAX, bsdfData, builtinData);
DECODE_FROM_GBUFFER(posInput.positionSS, featureFlags, bsdfData, builtinData);
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);

4
com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/lightlistbuild.compute


// Skip density volumes (lights are sorted by category). TODO: improve data locality
if (_LightVolumeData[l].lightCategory == LIGHTCATEGORY_DENSITY_VOLUME) { break; }
const float3 vMi = g_vBoundsBuffer[l];
const float3 vMa = g_vBoundsBuffer[l+g_iNrVisibLights];
const float3 vMi = g_vBoundsBuffer[l].xyz;
const float3 vMa = g_vBoundsBuffer[l+g_iNrVisibLights].xyz;
if( all(vMa>vTileLL) && all(vMi<vTileUR))
{

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