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- Removed all specular from direct lighting when rendering reflection probes.

- Made sure than no overlay debug was done during rendering of reflection probes and previews.
/Branch_Batching2
Julien Ignace 8 年前
当前提交
c57422d9
共有 2 个文件被更改,包括 13 次插入0 次删除
  1. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
  2. 9
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


void RenderDebugOverlay(Camera camera, ScriptableRenderContext renderContext)
{
// We don't want any overlay for these kind of rendering
if (camera.cameraType == CameraType.Reflection || camera.cameraType == CameraType.Preview)
return;
CommandBuffer debugCB = new CommandBuffer();
debugCB.name = "Debug Overlay";

9
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


}
}
#endif
float oldSpecularGlobalDimmer = m_PassSettings.specularGlobalDimmer;
// Change some parameters in case of "special" rendering (can be preview, reflection, etc.
if(camera.cameraType == CameraType.Reflection)
{
m_PassSettings.specularGlobalDimmer = 0.0f;
}
// 1. Count the number of lights and sort all light by category, type and volume
int directionalLightcount = 0;

m_lightCount = m_lightList.lights.Count + m_lightList.envLights.Count;
Debug.Assert(m_lightList.bounds.Count == m_lightCount);
Debug.Assert(m_lightList.lightVolumes.Count == m_lightCount);
// Restore values after "special rendering"
m_PassSettings.specularGlobalDimmer = oldSpecularGlobalDimmer;
}
void VoxelLightListGeneration(CommandBuffer cmd, Camera camera, Matrix4x4 projscr, Matrix4x4 invProjscr, RenderTargetIdentifier cameraDepthBufferRT)

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