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Fixed missing debug buffer binding

/main
Frédéric Vauchelles 6 年前
当前提交
fc0402ba
共有 1 个文件被更改,包括 2 次插入2 次删除
  1. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/LightLoop.cs


cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs.specularLightingUAV, colorBuffers[0]);
cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs.diffuseLightingUAV, colorBuffers[1]);
if (debugDisplaySettings.lightingDebugSettings.debugLightingMode == DebugLightingMode.ScreenSpaceTracingReflection)
if (debugDisplaySettings.IsDebugDisplayEnabled())
cmd.SetComputeBufferParam(deferredComputeShader, kernel, HDShaderIDs._DebugScreenSpaceTracingData, debugSSTBuffer);
// always do deferred lighting in blocks of 16x16 (not same as tiled light size)

currentLightingMaterial.SetInt(HDShaderIDs._StencilCmp, (int)CompareFunction.Equal);
}
var debugSSTThisFrame = debugDisplaySettings.lightingDebugSettings.debugLightingMode == DebugLightingMode.ScreenSpaceTracingReflection;
var debugSSTThisFrame = debugDisplaySettings.IsDebugDisplayEnabled();
if (debugSSTThisFrame)
cmd.SetRandomWriteTarget(7, debugSSTBuffer);
CoreUtils.DrawFullScreen(cmd, currentLightingMaterial, colorBuffers[0], depthStencilBuffer);

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