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Fixed UAV binding error

/main
Thomas 6 年前
当前提交
dbbc851f
共有 3 个文件被更改,包括 6 次插入4 次删除
  1. 1
      com.unity.render-pipelines.high-definition/HDRP/Lighting/Reflection/PlanarReflectionProbeCache.cs
  2. 7
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/ColorPyramid.compute
  3. 2
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/MipGenerator.cs

1
com.unity.render-pipelines.high-definition/HDRP/Lighting/Reflection/PlanarReflectionProbeCache.cs


m_TempRenderTexture.useMipMap = true;
m_TempRenderTexture.autoGenerateMips = false;
m_TempRenderTexture.name = CoreUtils.GetRenderTargetAutoName(m_ProbeSize, m_ProbeSize, 1, RenderTextureFormat.ARGBHalf, "PlanarReflectionTemp", mips: true);
m_TempRenderTexture.enableRandomWrite = true;
m_TempRenderTexture.Create();
m_ConvolutionTargetTexture = new RenderTexture(m_ProbeSize, m_ProbeSize, 1, RenderTextureFormat.ARGBHalf);

7
com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/ColorPyramid.compute


#pragma kernel KColorDownsample KERNEL_SIZE=8 MAIN_DOWNSAMPLE=KColorDownsample
#pragma kernel KColorDownsampleCopyMip0 KERNEL_SIZE=8 MAIN_DOWNSAMPLE=KColorDownsampleCopyMip0 COPY_MIP_0
RWTexture2D<float4> _Source;
RWTexture2D<float4> _Destination;
Texture2D<float4> _Source;
#else
RWTexture2D<float4> _Source;
RWTexture2D<float4> _Destination;
SamplerState sampler_LinearClamp;

2
com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/MipGenerator.cs


// We can't do it in place as the color pyramid has to be read while writing to the color
// buffer in some cases (e.g. refraction, distortion)
// Returns the number of mips
public int RenderColorGaussianPyramid(CommandBuffer cmd, Vector2Int size, RenderTexture source, RenderTexture destination)
public int RenderColorGaussianPyramid(CommandBuffer cmd, Vector2Int size, Texture source, RenderTexture destination)
{
// Only create the temporary target on-demand in case the game doesn't actually need it
if (m_TempColorTarget == null)

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