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Disabling temporarily MSAA with Texture2dArray to fix rendering in VR multiview and single pass instanced

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Felipe Lira 7 年前
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d345bff0
共有 1 个文件被更改,包括 8 次插入0 次删除
  1. 8
      com.unity.render-pipelines.lightweight/LWRP/LightweightPipeline.cs

8
com.unity.render-pipelines.lightweight/LWRP/LightweightPipeline.cs


cameraData.isSceneViewCamera = camera.cameraType == CameraType.SceneView;
cameraData.isOffscreenRender = camera.targetTexture != null && !cameraData.isSceneViewCamera;
cameraData.isStereoEnabled = IsStereoEnabled(camera);
#if !UNITY_SWITCH
// TODO: There's currently an issue in engine side that breaks MSAA with texture2DArray.
// for now we force msaa disabled when using texture2DArray. This fixes VR multiple and single pass instanced modes.
if (cameraData.isStereoEnabled && XRSettings.eyeTextureDesc.dimension == TextureDimension.Tex2DArray)
cameraData.msaaSamples = 1;
#endif
cameraData.isHdrEnabled = camera.allowHDR && pipelineAsset.supportsHDR;
cameraData.postProcessLayer = camera.GetComponent<PostProcessLayer>();

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