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Fixed shaderPassID in DrawFullScreen

/main
Felipe Lira 7 年前
当前提交
e9a5ca70
共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipelineUtils.cs

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipelineUtils.cs


public static void DrawFullScreen(CommandBuffer commandBuffer, Material material,
MaterialPropertyBlock properties = null, int shaderPassId = 0)
{
commandBuffer.DrawMesh(fullscreenMesh, Matrix4x4.identity, material, 0, 0, properties);
commandBuffer.DrawMesh(fullscreenMesh, Matrix4x4.identity, material, 0, shaderPassId, properties);
}
public static void StartStereoRendering(Camera camera, ref ScriptableRenderContext context, FrameRenderingConfiguration renderingConfiguration)

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