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Fixed merge error in Unlit shader and crash in SkyManager

/stochastic_alpha_test
Julien Ignace 7 年前
当前提交
f209b59a
共有 2 个文件被更改,包括 2 次插入2 次删除
  1. 2
      ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs

2
ScriptableRenderPipeline/HDRenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl


BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
// TODO: we must not access bsdfData here, it break the genericity of the code!
float4 EvaluateAtmosphericScattering(posInput, float4(bsdfData.color + builtinData.emissiveColor, builtinData.opacity));
float4 outColor = EvaluateAtmosphericScattering(posInput, float4(bsdfData.color + builtinData.emissiveColor, builtinData.opacity));
#ifdef DEBUG_DISPLAY
// Same code in ShaderPassForward.shader

2
ScriptableRenderPipeline/HDRenderPipeline/Sky/SkyManager.cs


{
using (new ProfilingSample(cmd, "Opaque Atmospheric Scattering"))
{
if(skySettings.atmosphericScatteringSettings.NeedFogRendering())
if(skySettings != null && skySettings.atmosphericScatteringSettings.NeedFogRendering())
{
CoreUtils.DrawFullScreen(cmd, m_OpaqueAtmScatteringMaterial);
}

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