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Fixed a bug with data allocation for clustered lighting.

/Branch_Batching2
Julien Ignace 7 年前
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f9619b5e
共有 1 个文件被更改,包括 6 次插入2 次删除
  1. 8
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/TilePass.cs

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


if (m_PassSettings.enableClustered)
{
s_PerVoxelOffset = new ComputeBuffer((int)LightCategory.Count * (1 << k_Log2NumClusters) * nrTiles, sizeof(uint));
s_PerVoxelLightLists = new ComputeBuffer(NumLightIndicesPerClusteredTile() * nrTiles, sizeof(uint));
var nrClustersX = (width + LightDefinitions.TILE_SIZE_CLUSTERED - 1) / LightDefinitions.TILE_SIZE_CLUSTERED;
var nrClustersY = (height + LightDefinitions.TILE_SIZE_CLUSTERED - 1) / LightDefinitions.TILE_SIZE_CLUSTERED;
var nrClusters = nrClustersX * nrClustersY;
s_PerVoxelOffset = new ComputeBuffer((int)LightCategory.Count * (1 << k_Log2NumClusters) * nrClusters, sizeof(uint));
s_PerVoxelLightLists = new ComputeBuffer(NumLightIndicesPerClusteredTile() * nrClusters, sizeof(uint));
if (k_UseDepthBuffer)
{

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