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HDRenderPipeline: Fix issue with selection of visible reflection probe and lights

Without the fix, reflection probe that are visible may not be visible if there is multiple of them and some are not baked.
/RenderPassXR_Sandbox
sebastienlagarde 8 年前
当前提交
f193cc14
共有 1 个文件被更改,包括 2 次插入2 次删除
  1. 4
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs

4
Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


sortKeys[sortCount++] = (uint)lightCategory << 27 | (uint)gpuLightType << 22 | (uint)lightVolumeType << 17 | shadow << 16 | (uint)lightIndex;
}
Array.Sort(sortKeys);
Array.Sort(sortKeys, 0, sortCount);
// TODO: Refactor shadow management
// The good way of managing shadow:

}
// Not necessary yet but call it for future modification with sphere influence volume
Array.Sort(sortKeys);
Array.Sort(sortKeys, 0, sortCount);
for (int sortIndex = 0; sortIndex < sortCount; ++sortIndex)
{

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