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Fixup texture format mismatches for Metal on iOS

/main
Jesse Barker 6 年前
当前提交
e7add690
共有 2 个文件被更改,包括 2 次插入2 次删除
  1. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/GGXConvolution/RuntimeFilterIBL.cs
  2. 2
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/CopyDepthBuffer.shader

2
com.unity.render-pipelines.high-definition/HDRP/Material/GGXConvolution/RuntimeFilterIBL.cs


if (!m_GgxIblSampleData)
{
m_GgxIblSampleData = new RenderTexture(m_GgxIblMaxSampleCount, k_GgxIblMipCountMinusOne, 0, RenderTextureFormat.ARGBFloat, RenderTextureReadWrite.Linear);
m_GgxIblSampleData = new RenderTexture(m_GgxIblMaxSampleCount, k_GgxIblMipCountMinusOne, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
m_GgxIblSampleData.useMipMap = false;
m_GgxIblSampleData.autoGenerateMips = false;
m_GgxIblSampleData.enableRandomWrite = true;

2
com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/CopyDepthBuffer.shader


#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../ShaderVariables.hlsl"
TEXTURE2D(_InputDepthTexture);
TEXTURE2D_FLOAT(_InputDepthTexture);
struct Attributes
{

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