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HDRenderPipeline: adress PR feedback

/feature-ReflectionProbeFit
sebastienlagarde 7 年前
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f41dc2ff
共有 2 个文件被更改,包括 12 次插入8 次删除
  1. 6
      ScriptableRenderPipeline/HDRenderPipeline/Editor/Material/SubsurfaceScattering/SubsurfaceScatteringSettingsEditor.Styles.cs
  2. 14
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs

6
ScriptableRenderPipeline/HDRenderPipeline/Editor/Material/SubsurfaceScattering/SubsurfaceScatteringSettingsEditor.Styles.cs


public readonly GUIContent profileMinMaxThickness = new GUIContent("Min-Max Thickness (mm)", "Shows the values of the thickness remap below (in millimeters).");
public readonly GUIContent profileThicknessRemap = new GUIContent("Thickness Remap (mm)", "Remaps the thickness parameter from [0, 1] to the desired range (in millimeters).");
public readonly GUIContent profileWorldScale = new GUIContent("World Scale", "Size of the world unit in meters.");
public readonly GUIContent profileFresnel0 = new GUIContent("Specular", "Percentage of light reflected at incident angle. Typical skin value is 0.028");
// Old SSS Model >>>
public readonly GUIContent profileFresnel0 = new GUIContent("Specular", "Fraction of light reflected at the normal angle of incidence. Typical skin value is 0.028");
// Jimenez SSS Model
// <<< Old SSS Model
// End Jimenez SSS Model
public readonly GUIStyle centeredMiniBoldLabel = new GUIStyle(GUI.skin.label);
public Styles()

14
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


cmd.CopyTexture(m_CameraDepthStencilBufferRT, m_CameraDepthBufferCopyRT);
}
}
cmd.SetGlobalTexture(HDShaderIDs._MainDepthTexture, GetDepthTexture());
}
}

// In both forward and deferred, everything opaque should have been rendered at this point so we can safely copy the depth buffer for later processing.
CopyDepthBufferIfNeeded(cmd);
// Depth texture is now ready, bind it.
cmd.SetGlobalTexture(HDShaderIDs._MainDepthTexture, GetDepthTexture());
RenderPyramidDepth(camera, cmd, renderContext, FullScreenDebugMode.DepthPyramid);

// Currently disabled
return ;
// We need to copy depth buffer texture if we want to bind it at this stage
CopyDepthBufferIfNeeded(cmd); // THe call will bind HDShaderIDs._MainDepthTexture
// We need to copy depth buffer texture if we want to bind it at this stage
CopyDepthBufferIfNeeded(cmd);
// Depth texture is now ready, bind it.
cmd.SetGlobalTexture(HDShaderIDs._MainDepthTexture, GetDepthTexture());
CoreUtils.SetRenderTarget(cmd, m_DbufferManager.GetDBuffers(), m_CameraDepthStencilBufferRT, ClearFlag.Color, CoreUtils.clearColorAllBlack);
DecalSystem.instance.Render(renderContext, cameraPos, cmd);
}

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