Beispiel #1
0
        void UpdateSettingsIfNeeded(PostProcessRenderContext context)
        {
            if (m_SettingsUpdateNeeded)
            {
                context.command.BeginSample("VolumeBlending");
                PostProcessManager.instance.UpdateSettings(this);
                context.command.EndSample("VolumeBlending");
                m_TargetPool.Reset();
            }

            m_SettingsUpdateNeeded = false;
        }
Beispiel #2
0
 private void UpdateSettingsIfNeeded(PostProcessRenderContext context)
 {
     if (m_SettingsUpdateNeeded)
     {
         context.command.BeginSample("VolumeBlending");
         PostProcessManager.instance.UpdateSettings(this, context.camera);
         context.command.EndSample("VolumeBlending");
         m_TargetPool.Reset();
         if (RuntimeUtilities.scriptableRenderPipelineActive)
         {
             Shader.SetGlobalFloat(ShaderIDs.RenderViewportScaleFactor, 1f);
         }
     }
     m_SettingsUpdateNeeded = false;
 }
Beispiel #3
0
        void UpdateSettingsIfNeeded(PostProcessRenderContext context)
        {
            if (m_SettingsUpdateNeeded)
            {
                context.command.BeginSample("VolumeBlending");
                PostProcessManager.instance.UpdateSettings(this);
                context.command.EndSample("VolumeBlending");
                m_TargetPool.Reset();

                // TODO: fix me once VR support is in SRP
                // Needed in SRP so that _RenderViewportScaleFactor isn't 0
                if (RuntimeUtilities.scriptableRenderPipelineActive)
                {
                    Shader.SetGlobalFloat(ShaderIDs.RenderViewportScaleFactor, 1f);
                }
            }

            m_SettingsUpdateNeeded = false;
        }