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HDRenderPipeline: Fix issue with ShadowMaskTexture binding in debug display

/main
Sebastien Lagarde 7 年前
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f36d965c
共有 1 个文件被更改,包括 4 次插入4 次删除
  1. 8
      ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs

8
ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs


if (m_enableBakeShadowMask)
{
if (debugDisplaySettings.IsDebugDisplayEnabled())
kernel = usingFptl ? s_shadeOpaqueDirectFptlDebugDisplayKernel : s_shadeOpaqueDirectClusteredDebugDisplayKernel;
kernel = usingFptl ? s_shadeOpaqueDirectShadowMaskFptlDebugDisplayKernel : s_shadeOpaqueDirectShadowMaskClusteredDebugDisplayKernel;
kernel = usingFptl ? s_shadeOpaqueDirectFptlKernel : s_shadeOpaqueDirectClusteredKernel;
kernel = usingFptl ? s_shadeOpaqueDirectShadowMaskFptlKernel : s_shadeOpaqueDirectShadowMaskClusteredKernel;
kernel = usingFptl ? s_shadeOpaqueDirectShadowMaskFptlDebugDisplayKernel : s_shadeOpaqueDirectShadowMaskClusteredDebugDisplayKernel;
kernel = usingFptl ? s_shadeOpaqueDirectFptlDebugDisplayKernel : s_shadeOpaqueDirectClusteredDebugDisplayKernel;
kernel = usingFptl ? s_shadeOpaqueDirectShadowMaskFptlKernel : s_shadeOpaqueDirectShadowMaskClusteredKernel;
kernel = usingFptl ? s_shadeOpaqueDirectFptlKernel : s_shadeOpaqueDirectClusteredKernel;
}
}

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