Removed the dependency of RenderingLayerMask in UTSOutlinePass;
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@@ -24,7 +24,7 @@ public class UTSHairShadowPass : DrawRenderersCustomPass
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protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
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{
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_outputRTHandle?.Release();
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_outputRTHandle = RTHandles.Alloc(Screen.width, Screen.height, colorFormat: GraphicsFormat.D32_SFloat, filterMode: FilterMode.Bilinear, wrapMode: TextureWrapMode.Clamp, name: Output_RT_Name);
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_outputRTHandle = RTHandles.Alloc(Screen.width, Screen.height, colorFormat: GraphicsFormat.D32_SFloat, filterMode: FilterMode.Bilinear, wrapMode: TextureWrapMode.Clamp, isShadowMap: true, name: Output_RT_Name);
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SetEnable(true);
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}
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@@ -54,13 +54,13 @@ public class UTSHairShadowPass : DrawRenderersCustomPass
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var mask = RenderStateMask.Nothing;
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var stateBlock = new RenderStateBlock(mask)
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{
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depthState = new DepthState(depthWrite, depthCompareFunction),
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depthState = new DepthState(true, CompareFunction.LessEqual),
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};
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var result = new RendererListDesc(HDShaderPassNames.s_DepthForwardOnlyName, ctx.cullingResults, ctx.hdCamera.camera)
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{
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renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
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sortingCriteria = sortingCriteria,
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sortingCriteria = SortingCriteria.CommonOpaque,
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excludeObjectMotionVectors = false,
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stateBlock = stateBlock,
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renderingLayerMask = renderingLayerMask,
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