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fix scene change issues when using NO_CUBE_ARRAY (grab from filips change on metal branch)

fix scene change issues when using NO_CUBE_ARRAY (grab from filips
change on metal branch)
/RenderPassXR_Sandbox
mmikk 7 年前
当前提交
bc44d60f
共有 1 个文件被更改,包括 2 次插入2 次删除
  1. 4
      Assets/ScriptableRenderPipeline/Core/TextureCache.cs

4
Assets/ScriptableRenderPipeline/Core/TextureCache.cs


if (!TextureCache.supportsCubemapArrayTextures)
{
if (!m_CubeBlitMaterial) m_CubeBlitMaterial = new Material(Shader.Find("Hidden/CubeToPano"));
if (!m_CubeBlitMaterial) m_CubeBlitMaterial = new Material(Shader.Find("Hidden/CubeToPano")) { hideFlags = HideFlags.HideAndDontSave };
int panoWidthTop = 4 * width;
int panoHeightTop = 2 * width;

m_StagingRTs = new RenderTexture[m_NumPanoMipLevels];
for (int m = 0; m < m_NumPanoMipLevels; m++)
{
m_StagingRTs[m] = new RenderTexture(Mathf.Max(1, panoWidthTop >> m), Mathf.Max(1, panoHeightTop >> m), 0, RenderTextureFormat.ARGBHalf);
m_StagingRTs[m] = new RenderTexture(Mathf.Max(1, panoWidthTop >> m), Mathf.Max(1, panoHeightTop >> m), 0, RenderTextureFormat.ARGBHalf) { hideFlags = HideFlags.HideAndDontSave };
}
if (m_CubeBlitMaterial)

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