Add m_linearDepthTexture as input for transparent pass.

This is required by popcornfx and it doesn't add extra cost to the render pipeline.
This commit is contained in:
Qing Tao
2021-05-28 09:42:11 -07:00
committed by GitHub
parent 96080d85e4
commit c630ece43a
5 changed files with 32 additions and 0 deletions
@@ -243,6 +243,13 @@
"Attachment": "LightListRemapped"
}
},
{
"LocalSlot": "InputLinearDepth",
"AttachmentRef": {
"Pass": "DepthPrePass",
"Attachment": "DepthLinear"
}
},
{
"LocalSlot": "DepthStencil",
"AttachmentRef": {
@@ -251,6 +251,13 @@
"Attachment": "LightListRemapped"
}
},
{
"LocalSlot": "InputLinearDepth",
"AttachmentRef": {
"Pass": "DepthPrePass",
"Attachment": "DepthLinear"
}
},
{
"LocalSlot": "DepthStencil",
"AttachmentRef": {
@@ -67,6 +67,12 @@
"ShaderInputName": "m_lightListRemapped",
"ScopeAttachmentUsage": "Shader"
},
{
"Name": "InputLinearDepth",
"SlotType": "Input",
"ShaderInputName": "m_linearDepthTexture",
"ScopeAttachmentUsage": "Shader"
},
// Input/Outputs
{
"Name": "DepthStencil",
@@ -32,6 +32,10 @@
"Name": "LightListRemapped",
"SlotType": "Input"
},
{
"Name": "InputLinearDepth",
"SlotType": "Input"
},
// Input/Outputs...
{
"Name": "DepthStencil",
@@ -91,6 +95,13 @@
"Attachment": "LightListRemapped"
}
},
{
"LocalSlot": "InputLinearDepth",
"AttachmentRef": {
"Pass": "Parent",
"Attachment": "InputLinearDepth"
}
},
// Input/Outputs...
{
"LocalSlot": "DepthStencil",
@@ -35,4 +35,5 @@ ShaderResourceGroup PassSrg : SRG_PerPass
Texture2D<uint4> m_tileLightData;
StructuredBuffer<uint> m_lightListRemapped;
Texture2D<float> m_linearDepthTexture;
}