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HDRenderPipeline: Fix lighting mode with shaderopaque

/RenderPassXR_Sandbox
sebastienlagarde 7 年前
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d6fb760a
共有 1 个文件被更改,包括 2 次插入0 次删除
  1. 2
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs

2
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


int debugViewMaterial = Shader.GetGlobalInt("_DebugViewMaterial");
int debugLightingMode = Shader.GetGlobalInt("_DebugLightingMode");
Vector4 debugLightingAlbedo = Shader.GetGlobalVector("_DebugLightingAlbedo");
Vector4 debugLightingSmoothness = Shader.GetGlobalVector("_DebugLightingSmoothness");

// TODO: Update value like in ApplyDebugDisplaySettings() call. Sadly it is high likely that this will not be keep in sync. we really need to get rid of this by making global parameters visible to compute shaders
cmd.SetComputeIntParam(shadeOpaqueShader, "_DebugViewMaterial", debugViewMaterial);
cmd.SetComputeIntParam(shadeOpaqueShader, "_DebugLightingMode", debugLightingMode);
cmd.SetComputeVectorParam(shadeOpaqueShader, "_DebugLightingAlbedo", debugLightingAlbedo);
cmd.SetComputeVectorParam(shadeOpaqueShader, "_DebugLightingSmoothness", debugLightingSmoothness);

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