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Filip Iliescu 7 年前
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共有 1 个文件被更改,包括 6 次插入4 次删除
  1. 10
      Assets/ScriptableRenderPipeline/MobileRenderPipeline/OnTileDeferredRenderPipeline.cs

10
Assets/ScriptableRenderPipeline/MobileRenderPipeline/OnTileDeferredRenderPipeline.cs


private static int s_GBufferEmission;
private static int s_GBufferZ;
#if !(UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX)
// write depth to red color buffer if on mobile so we can read it back
// cannot read depth buffer directly in shader on iOS
#if !(UNITY_EDITOR || UNITY_STANDALONE)
private static int s_GBufferRedF32;
#endif

s_GBufferNormal = Shader.PropertyToID ("_CameraGBufferTexture2");
s_GBufferEmission = Shader.PropertyToID ("_CameraGBufferTexture3");
#if !(UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX)
#if !(UNITY_EDITOR || UNITY_STANDALONE)
s_GBufferRedF32 = Shader.PropertyToID ("_CameraVPDepth");
#endif

loop.SetupCameraProperties(camera);
RenderGBuffer(cullResults, camera, loop);
// IF PLATFORM_MAC -- cannot use framebuffer fetch
#if UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX
// try to use framebuffer fetch on tiled GPUs
#if UNITY_EDITOR || UNITY_STANDALONE
CopyDepthAfterGBuffer(loop);
#endif

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