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Fixed compilation and renaming because of last merge.
1 parent 7df8978 commit c117ad4

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+24
-24
lines changed

1 file changed

+24
-24
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Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs

Lines changed: 24 additions & 24 deletions
Original file line numberDiff line numberDiff line change
@@ -146,10 +146,10 @@ public void BindBuffers(Material mat)
146146
int m_VelocityBuffer;
147147
int m_DistortionBuffer;
148148

149-
RenderTargetIdentifier s_CameraColorBufferRT;
150-
RenderTargetIdentifier s_CameraDepthBufferRT;
151-
RenderTargetIdentifier s_VelocityBufferRT;
152-
RenderTargetIdentifier s_DistortionBufferRT;
149+
RenderTargetIdentifier m_CameraColorBufferRT;
150+
RenderTargetIdentifier m_CameraDepthBufferRT;
151+
RenderTargetIdentifier m_VelocityBufferRT;
152+
RenderTargetIdentifier m_DistortionBufferRT;
153153

154154

155155
public class LightList
@@ -232,8 +232,8 @@ public override void Rebuild()
232232
m_CameraColorBuffer = Shader.PropertyToID("_CameraColorTexture");
233233
m_CameraDepthBuffer = Shader.PropertyToID("_CameraDepthTexture");
234234

235-
s_CameraColorBufferRT = new RenderTargetIdentifier(s_CameraColorBuffer);
236-
s_CameraDepthBufferRT = new RenderTargetIdentifier(s_CameraDepthBuffer);
235+
m_CameraColorBufferRT = new RenderTargetIdentifier(m_CameraColorBuffer);
236+
m_CameraDepthBufferRT = new RenderTargetIdentifier(m_CameraDepthBuffer);
237237

238238
m_SkyRenderer = new SkyRenderer();
239239
m_SkyRenderer.Rebuild();
@@ -264,11 +264,11 @@ public override void Rebuild()
264264
m_gbufferManager.SetBufferDescription(m_gbufferManager.gbufferCount, "_VelocityTexture", Builtin.RenderLoop.GetVelocityBufferFormat(), Builtin.RenderLoop.GetVelocityBufferReadWrite());
265265
m_gbufferManager.gbufferCount++;
266266
}
267-
s_VelocityBufferRT = new RenderTargetIdentifier(s_VelocityBuffer);
267+
m_VelocityBufferRT = new RenderTargetIdentifier(m_VelocityBuffer);
268268
#pragma warning restore 162
269269

270270
m_DistortionBuffer = Shader.PropertyToID("_DistortionTexture");
271-
s_DistortionBufferRT = new RenderTargetIdentifier(s_DistortionBuffer);
271+
m_DistortionBufferRT = new RenderTargetIdentifier(m_DistortionBuffer);
272272

273273
m_LitRenderLoop.Rebuild();
274274

@@ -338,20 +338,20 @@ void InitAndClearBuffer(Camera camera, RenderLoop renderLoop)
338338
renderLoop.ExecuteCommandBuffer(cmd);
339339
cmd.Dispose();
340340

341-
Utilities.SetRenderTarget(renderLoop, s_CameraColorBufferRT, s_CameraDepthBufferRT, ClearFlag.ClearDepth);
341+
Utilities.SetRenderTarget(renderLoop, m_CameraColorBufferRT, m_CameraDepthBufferRT, ClearFlag.ClearDepth);
342342
}
343343

344344
// TEMP: As we are in development and have not all the setup pass we still clear the color in emissive buffer and gbuffer, but this will be removed later.
345345

346346
// Clear HDR target
347347
{
348-
Utilities.SetRenderTarget(renderLoop, s_CameraColorBufferRT, s_CameraDepthBufferRT, ClearFlag.ClearColor, Color.black, "Clear HDR target");
348+
Utilities.SetRenderTarget(renderLoop, m_CameraColorBufferRT, m_CameraDepthBufferRT, ClearFlag.ClearColor, Color.black, "Clear HDR target");
349349
}
350350

351351

352352
// Clear GBuffers
353353
{
354-
Utilities.SetRenderTarget(renderLoop, m_gbufferManager.GetGBuffers(), s_CameraDepthBufferRT, ClearFlag.ClearColor, Color.black, "Clear GBuffer");
354+
Utilities.SetRenderTarget(renderLoop, m_gbufferManager.GetGBuffers(), m_CameraDepthBufferRT, ClearFlag.ClearColor, Color.black, "Clear GBuffer");
355355
}
356356

357357
// END TEMP
@@ -394,7 +394,7 @@ void RenderDepthPrepass(CullResults cull, Camera camera, RenderLoop renderLoop)
394394

395395
// TODO: Must do opaque then alpha masked for performance!
396396
// TODO: front to back for opaque and by materal for opaque tested when we split in two
397-
Utilities.SetRenderTarget(renderLoop, s_CameraDepthBufferRT, "Depth Prepass");
397+
Utilities.SetRenderTarget(renderLoop, m_CameraDepthBufferRT, "Depth Prepass");
398398
RenderOpaqueRenderList(cull, camera, renderLoop, "DepthOnly");
399399
}
400400

@@ -406,7 +406,7 @@ void RenderGBuffer(CullResults cull, Camera camera, RenderLoop renderLoop)
406406
}
407407

408408
// setup GBuffer for rendering
409-
Utilities.SetRenderTarget(renderLoop, m_gbufferManager.GetGBuffers(), s_CameraDepthBufferRT, "GBuffer Pass");
409+
Utilities.SetRenderTarget(renderLoop, m_gbufferManager.GetGBuffers(), m_CameraDepthBufferRT, "GBuffer Pass");
410410
// render opaque objects into GBuffer
411411
RenderOpaqueRenderList(cull, camera, renderLoop, "GBuffer", Utilities.kRendererConfigurationBakedLighting);
412412
}
@@ -419,15 +419,15 @@ void RenderForwardOpaqueDepth(CullResults cull, Camera camera, RenderLoop render
419419
return;
420420

421421
// TODO: Use the render queue index to only send the forward opaque!
422-
Utilities.SetRenderTarget(renderLoop, s_CameraDepthBufferRT, "Clear HDR target");
422+
Utilities.SetRenderTarget(renderLoop, m_CameraDepthBufferRT, "Clear HDR target");
423423
RenderOpaqueRenderList(cull, camera, renderLoop, "DepthOnly");
424424
}
425425

426426
void RenderDebugViewMaterial(CullResults cull, Camera camera, RenderLoop renderLoop)
427427
{
428428
// Render Opaque forward
429429
{
430-
Utilities.SetRenderTarget(renderLoop, s_CameraColorBufferRT, s_CameraDepthBufferRT, Utilities.kClearAll, Color.black, "DebugView Material Mode Pass");
430+
Utilities.SetRenderTarget(renderLoop, m_CameraColorBufferRT, m_CameraDepthBufferRT, Utilities.kClearAll, Color.black, "DebugView Material Mode Pass");
431431

432432
Shader.SetGlobalInt("_DebugViewMaterial", (int)debugParameters.debugViewMaterial);
433433

@@ -444,7 +444,7 @@ void RenderDebugViewMaterial(CullResults cull, Camera camera, RenderLoop renderL
444444
// m_gbufferManager.BindBuffers(m_DeferredMaterial);
445445
// TODO: Bind depth textures
446446
var cmd = new CommandBuffer { name = "GBuffer Debug Pass" };
447-
cmd.Blit(null, s_CameraColorBufferRT, m_DebugViewMaterialGBuffer, 0);
447+
cmd.Blit(null, m_CameraColorBufferRT, m_DebugViewMaterialGBuffer, 0);
448448
renderLoop.ExecuteCommandBuffer(cmd);
449449
cmd.Dispose();
450450
}
@@ -457,7 +457,7 @@ void RenderDebugViewMaterial(CullResults cull, Camera camera, RenderLoop renderL
457457
// Last blit
458458
{
459459
var cmd = new CommandBuffer { name = "Blit DebugView Material Debug" };
460-
cmd.Blit(s_CameraColorBufferRT, BuiltinRenderTextureType.CameraTarget);
460+
cmd.Blit(m_CameraColorBufferRT, BuiltinRenderTextureType.CameraTarget);
461461
renderLoop.ExecuteCommandBuffer(cmd);
462462
cmd.Dispose();
463463
}
@@ -497,22 +497,22 @@ void RenderDeferredLighting(Camera camera, RenderLoop renderLoop)
497497
// m_gbufferManager.BindBuffers(m_DeferredMaterial);
498498
// TODO: Bind depth textures
499499
var cmd = new CommandBuffer { name = "Deferred Ligthing Pass" };
500-
cmd.Blit(null, s_CameraColorBufferRT, m_DeferredMaterial, 0);
500+
cmd.Blit(null, m_CameraColorBufferRT, m_DeferredMaterial, 0);
501501
renderLoop.ExecuteCommandBuffer(cmd);
502502
cmd.Dispose();
503503
}
504504

505505
void RenderSky(Camera camera, RenderLoop renderLoop)
506506
{
507-
m_SkyRenderer.RenderSky(camera, m_SkyParameters, s_CameraColorBufferRT, s_CameraDepthBufferRT, renderLoop);
507+
m_SkyRenderer.RenderSky(camera, m_SkyParameters, m_CameraColorBufferRT, m_CameraDepthBufferRT, renderLoop);
508508
}
509509

510510
void RenderForward(CullResults cullResults, Camera camera, RenderLoop renderLoop)
511511
{
512512
// Bind material data
513513
m_LitRenderLoop.Bind();
514514

515-
Utilities.SetRenderTarget(renderLoop, s_CameraColorBufferRT, s_CameraDepthBufferRT, "Forward Pass");
515+
Utilities.SetRenderTarget(renderLoop, m_CameraColorBufferRT, m_CameraDepthBufferRT, "Forward Pass");
516516

517517
if (debugParameters.useForwardRenderingOnly)
518518
{
@@ -527,7 +527,7 @@ void RenderForwardUnlit(CullResults cullResults, Camera camera, RenderLoop rende
527527
// Bind material data
528528
m_LitRenderLoop.Bind();
529529

530-
Utilities.SetRenderTarget(renderLoop, s_CameraColorBufferRT, s_CameraDepthBufferRT, "Forward Unlit Pass");
530+
Utilities.SetRenderTarget(renderLoop, m_CameraColorBufferRT, m_CameraDepthBufferRT, "Forward Unlit Pass");
531531
RenderOpaqueRenderList(cullResults, camera, renderLoop, "ForwardUnlit");
532532
RenderTransparentRenderList(cullResults, camera, renderLoop, "ForwardUnlit");
533533
}
@@ -545,7 +545,7 @@ void RenderVelocity(CullResults cullResults, Camera camera, RenderLoop renderLoo
545545

546546
var cmd = new CommandBuffer { name = "Velocity Pass" };
547547
cmd.GetTemporaryRT(m_VelocityBuffer, w, h, 0, FilterMode.Point, Builtin.RenderLoop.GetVelocityBufferFormat(), Builtin.RenderLoop.GetVelocityBufferReadWrite());
548-
cmd.SetRenderTarget(s_VelocityBufferRT, s_CameraDepthBufferRT);
548+
cmd.SetRenderTarget(m_VelocityBufferRT, m_CameraDepthBufferRT);
549549
renderLoop.ExecuteCommandBuffer(cmd);
550550
cmd.Dispose();
551551

@@ -560,7 +560,7 @@ void RenderDistortion(CullResults cullResults, Camera camera, RenderLoop renderL
560560

561561
var cmd = new CommandBuffer { name = "Distortion Pass" };
562562
cmd.GetTemporaryRT(m_DistortionBuffer, w, h, 0, FilterMode.Point, Builtin.RenderLoop.GetDistortionBufferFormat(), Builtin.RenderLoop.GetDistortionBufferReadWrite());
563-
cmd.SetRenderTarget(s_DistortionBufferRT, s_CameraDepthBufferRT);
563+
cmd.SetRenderTarget(m_DistortionBufferRT, m_CameraDepthBufferRT);
564564
renderLoop.ExecuteCommandBuffer(cmd);
565565
cmd.Dispose();
566566

@@ -594,7 +594,7 @@ void FinalPass(RenderLoop renderLoop)
594594
var cmd = new CommandBuffer { name = "FinalPass" };
595595

596596
// Resolve our HDR texture to CameraTarget.
597-
cmd.Blit(s_CameraColorBufferRT, BuiltinRenderTextureType.CameraTarget, m_FinalPassMaterial, 0);
597+
cmd.Blit(m_CameraColorBufferRT, BuiltinRenderTextureType.CameraTarget, m_FinalPassMaterial, 0);
598598
renderLoop.ExecuteCommandBuffer(cmd);
599599
cmd.Dispose();
600600
}

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