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HDRenderLoop: Make it compile after merge

/main
Sebastien Lagarde 8 年前
当前提交
ef03a8a7
共有 2 个文件被更改,包括 4 次插入4 次删除
  1. 4
      Assets/ScriptableRenderLoop/HDRenderLoop/Debug/Resources/DebugViewTiles.shader
  2. 4
      Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs

4
Assets/ScriptableRenderLoop/HDRenderLoop/Debug/Resources/DebugViewTiles.shader


if (tileCoord.y < LIGHTCATEGORY_COUNT && tileCoord.x < maxLights + 3)
{
PositionInput mousePosInput = GetPositionInput(_MousePixelCoord, _ScreenSize.zw);
float depth = LOAD_TEXTURE2D(_CameraDepthTexture, mousePosInput.unPositionSS).x;
UpdatePositionInput(depth, _InvViewProjMatrix, GetWorldToViewMatrix(), mousePosInput);
float depthMouse = LOAD_TEXTURE2D(_CameraDepthTexture, mousePosInput.unPositionSS).x;
UpdatePositionInput(depthMouse, _InvViewProjMatrix, GetWorldToViewMatrix(), mousePosInput);
int category = (LIGHTCATEGORY_COUNT - 1) - tileCoord.y;
int start;

4
Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs


#if UNITY_EDITOR
UnityEditor.SupportedRenderingFeatures.active = UnityEditor.SupportedRenderingFeatures.Default;
#endif
UnityEngine.Rendering.GraphicsSettings.lightsUseLinearIntensity = previousLightsUseLinearIntensity;
UnityEngine.Rendering.GraphicsSettings.lightsUseCCT = previousLightsUseCCT;
// UnityEngine.Rendering.GraphicsSettings.lightsUseLinearIntensity = previousLightsUseLinearIntensity;
// UnityEngine.Rendering.GraphicsSettings.lightsUseCCT = previousLightsUseCCT;
}
void InitAndClearBuffer(Camera camera, RenderLoop renderLoop)

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