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Merge pull request #1551 from Unity-Technologies/lw/platform-fixes

Lw/platform fixes
/main
GitHub 7 年前
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f7309758
共有 3 个文件被更改,包括 11 次插入1 次删除
  1. 2
      com.unity.render-pipelines.lightweight/CHANGELOG.md
  2. 8
      com.unity.render-pipelines.lightweight/LWRP/LightweightPipeline.cs
  3. 2
      com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Terrain/InputSurfaceGrass.hlsl

2
com.unity.render-pipelines.lightweight/CHANGELOG.md


- Updated the UI for the Lighweight pipeline asset.
### Fixed
- PS4 compiler error
- Fixed VR multiview rendering by forcing MSAA to be off. There's a current issue in engine that breaks MSAA and Texture2DArray.
- Fixed UnityPerDraw CB layout
- GLCore compute buffer compiler error
- Occlusion strength not being applied on LW standard shaders

8
com.unity.render-pipelines.lightweight/LWRP/LightweightPipeline.cs


cameraData.isSceneViewCamera = camera.cameraType == CameraType.SceneView;
cameraData.isOffscreenRender = camera.targetTexture != null && !cameraData.isSceneViewCamera;
cameraData.isStereoEnabled = IsStereoEnabled(camera);
#if !UNITY_SWITCH
// TODO: There's currently an issue in engine side that breaks MSAA with texture2DArray.
// for now we force msaa disabled when using texture2DArray. This fixes VR multiple and single pass instanced modes.
if (cameraData.isStereoEnabled && XRSettings.eyeTextureDesc.dimension == TextureDimension.Tex2DArray)
cameraData.msaaSamples = 1;
#endif
cameraData.isHdrEnabled = camera.allowHDR && pipelineAsset.supportsHDR;
cameraData.postProcessLayer = camera.GetComponent<PostProcessLayer>();

2
com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Terrain/InputSurfaceGrass.hlsl


vertex.xz -= waveMove.xz * _WaveAndDistance.z;
// apply color animation
half3 waveColor = lerp (0.5, _WavingTint.rgb, lighting);
half3 waveColor = lerp (real3(0.5, 0.5, 0.5), _WavingTint.rgb, lighting);
// Fade the grass out before detail distance.
// Saturate because Radeon HD drivers on OS X 10.4.10 don't saturate vertex colors properly.

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