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Merge pull request #656 from Unity-Technologies/Move-velocity-pass-to-earlier-in-the-frame

HDRenderPipeline: Move velocity pass to earlier in the frame
/namespace
GitHub 7 年前
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fb8931c7
共有 1 个文件被更改,包括 2 次插入2 次删除
  1. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs

4
ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs


RenderDepthPrepass(m_CullResults, hdCamera, renderContext, cmd);
RenderVelocity(m_CullResults, hdCamera, renderContext, cmd);
RenderGBuffer(m_CullResults, hdCamera, renderContext, cmd);
// 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.

}
else
{
RenderVelocity(m_CullResults, hdCamera, renderContext, cmd); // Note we may have to render velocity earlier if we do temporalAO, temporal volumetric etc... Mean we will not take into account forward opaque in case of deferred rendering ?
RenderGaussianPyramidColor(camera, cmd, renderContext, FullScreenDebugMode.FinalColorPyramid);
// TODO: Check with VFX team.

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