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Don't allocate GBuffer in forward only mode.

/main
Julien Ignace 7 年前
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e1d35dae
共有 1 个文件被更改,包括 2 次插入2 次删除
  1. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


// TODO: Might want to initialize to at least the window resolution to avoid un-necessary re-alloc in the player
RTHandle.Initialize(1, 1, m_Asset.renderPipelineSettings.supportMSAA, m_Asset.renderPipelineSettings.msaaSampleCount);
m_GbufferManager.CreateBuffers();
if(!m_Asset.renderPipelineSettings.supportForwardOnly)
m_GbufferManager.CreateBuffers();
if (m_Asset.renderPipelineSettings.supportDBuffer)
m_DbufferManager.CreateBuffers();

{
m_GbufferManager.DestroyBuffers();
m_DbufferManager.DestroyBuffers();
m_BufferPyramid.DestroyBuffers();
RTHandle.Release(m_CameraColorBuffer);

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