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Rename GetShadowMask_sRGBFlag to GetShadowMaskSRGBFlag + fix CustomSamplerId

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sebastienlagarde 6 年前
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f020afb2
共有 3 个文件被更改,包括 8 次插入8 次删除
  1. 8
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
  2. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Builtin/BuiltinData.cs
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GBufferManager.cs

8
ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs


if (m_Asset.renderPipelineSettings.supportMotionVectors)
{
m_VelocityBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: Builtin.GetVelocityBufferFormat(), sRGB: Builtin.GetVelocityBuffer_sRGBFlag(), enableMSAA: true);
m_VelocityBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: Builtin.GetVelocityBufferFormat(), sRGB: Builtin.GetVelocityBufferSRGBFlag(), enableMSAA: true);
m_DistortionBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: Builtin.GetDistortionBufferFormat(), sRGB: Builtin.GetDistortionBuffer_sRGBFlag());
m_DistortionBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: Builtin.GetDistortionBufferFormat(), sRGB: Builtin.GetDistortionBufferSRGBFlag());
// TODO: For MSAA, we'll need to add a Draw path in order to support MSAA properly
m_DeferredShadowBuffer = RTHandle.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGB32, sRGB: false, enableRandomWrite: true);

}
else
{
using (new ProfilingSample(cmd, "Blit to final RT", CustomSamplerId.CopyDepthForSceneView.GetSampler()))
using (new ProfilingSample(cmd, "Blit to final RT", CustomSamplerId.BlitToFinalRT.GetSampler()))
{
// This Blit will flip the screen on anything other than openGL
HDUtils.BlitCameraTexture(cmd, hdCamera, m_CameraColorBuffer, BuiltinRenderTextureType.CameraTarget);

// Make sure RenderDebug does not change the current Render Target
if (camera.cameraType == CameraType.SceneView)
{
using (new ProfilingSample(cmd, "Copy Depth For SceneView", CustomSamplerId.BlitToFinalRT.GetSampler()))
using (new ProfilingSample(cmd, "Copy Depth For SceneView", CustomSamplerId.CopyDepthForSceneView.GetSampler()))
{
m_CopyDepth.SetTexture(HDShaderIDs._InputDepth, m_CameraDepthStencilBuffer);
cmd.Blit(null, BuiltinRenderTextureType.CameraTarget, m_CopyDepth);

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Builtin/BuiltinData.cs


return RenderTextureFormat.ARGB32;
}
public static bool GetShadowMask_sRGBFlag()
public static bool GetShadowMaskSRGBFlag()
{
return false;
}

return RenderTextureFormat.RGHalf; // TODO: We should use 16bit normalized instead, better precision // RGInt
}
public static bool GetVelocityBuffer_sRGBFlag()
public static bool GetVelocityBufferSRGBFlag()
{
return false;
}

return RenderTextureFormat.ARGBHalf;
}
public static bool GetDistortionBuffer_sRGBFlag()
public static bool GetDistortionBufferSRGBFlag()
{
return false;
}

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/GBufferManager.cs


if (m_EnableShadowMask)
{
m_RTs[m_GBufferCount] = RTHandle.Alloc(Vector2.one, colorFormat: Builtin.GetShadowMaskBufferFormat(), sRGB: Builtin.GetShadowMask_sRGBFlag(), filterMode: FilterMode.Point);
m_RTs[m_GBufferCount] = RTHandle.Alloc(Vector2.one, colorFormat: Builtin.GetShadowMaskBufferFormat(), sRGB: Builtin.GetShadowMaskSRGBFlag(), filterMode: FilterMode.Point);
m_RTIDs[m_GBufferCount] = new RenderTargetIdentifier(m_RTs[m_GBufferCount]);
m_TextureShaderIDs[m_GBufferCount] = HDShaderIDs._ShadowMaskTexture;
}

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