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Pass properties to DrawProcedural

/Branch_Batching2
Evgenii Golubev 8 年前
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f17e4519
共有 1 个文件被更改,包括 3 次插入3 次删除
  1. 6
      Assets/ScriptableRenderLoop/HDRenderPipeline/Utilities.cs

6
Assets/ScriptableRenderLoop/HDRenderPipeline/Utilities.cs


{
SetupMaterialHDCamera(camera, material);
commandBuffer.SetRenderTarget(colorBuffer);
commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassID, MeshTopology.Triangles, 3);
commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassID, MeshTopology.Triangles, 3, 1, properties);
}
// Draws a full screen triangle as a faster alternative to drawing a full screen quad.

{
SetupMaterialHDCamera(camera, material);
commandBuffer.SetRenderTarget(colorBuffer, depthStencilBuffer);
commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassID, MeshTopology.Triangles, 3);
commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassID, MeshTopology.Triangles, 3, 1, properties);
}
// Draws a full screen triangle as a faster alternative to drawing a full screen quad.

{
SetupMaterialHDCamera(camera, material);
commandBuffer.SetRenderTarget(colorBuffers, depthStencilBuffer);
commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassID, MeshTopology.Triangles, 3);
commandBuffer.DrawProcedural(Matrix4x4.identity, material, shaderPassID, MeshTopology.Triangles, 3, 1, properties);
}
// Draws a full screen triangle as a faster alternative to drawing a full screen quad.

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