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Fix issue with tessellated object no renderer in reflection

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sebastienlagarde 7 年前
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f854707d
共有 1 个文件被更改,包括 3 次插入2 次删除
  1. 5
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs

5
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Camera/HDCamera.cs


prevViewProjMatrix *= cameraDisplacement; // Now prevViewProjMatrix correctly transforms this frame's camera-relative positionWS
}
// Warning: near and far planes appear to be broken.
// Warning: near and far planes appear to be broken (or rather far plane seems broken)
GeometryUtility.CalculateFrustumPlanes(viewProjMatrix, frustumPlanes);
for (int i = 0; i < 4; i++)

}
// Near, far.
Vector4 forward = (camera.cameraType == CameraType.Reflection) ? camera.worldToCameraMatrix.GetRow(2) : new Vector4(camera.transform.forward.x, camera.transform.forward.y, camera.transform.forward.z, 0.0f);
Vector3 forward = viewParam.x < 0.0f ? camera.transform.forward : -camera.transform.forward;
forward = viewParam.x < 0.0f ? forward : -forward;
frustumPlaneEquations[4] = new Vector4( forward.x, forward.y, forward.z, -Vector3.Dot(forward, relPos) - camera.nearClipPlane);
frustumPlaneEquations[5] = new Vector4(-forward.x, -forward.y, -forward.z, Vector3.Dot(forward, relPos) + camera.farClipPlane);

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