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:
@@ -243,6 +243,13 @@
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"Attachment": "LightListRemapped"
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}
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},
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{
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"LocalSlot": "InputLinearDepth",
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"AttachmentRef": {
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"Pass": "DepthPrePass",
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"Attachment": "DepthLinear"
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}
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},
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{
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"LocalSlot": "DepthStencil",
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"AttachmentRef": {
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@@ -251,6 +251,13 @@
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"Attachment": "LightListRemapped"
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}
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},
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{
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"LocalSlot": "InputLinearDepth",
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"AttachmentRef": {
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"Pass": "DepthPrePass",
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"Attachment": "DepthLinear"
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}
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},
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{
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"LocalSlot": "DepthStencil",
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"AttachmentRef": {
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@@ -67,6 +67,12 @@
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"ShaderInputName": "m_lightListRemapped",
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"ScopeAttachmentUsage": "Shader"
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},
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{
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"Name": "InputLinearDepth",
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"SlotType": "Input",
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"ShaderInputName": "m_linearDepthTexture",
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"ScopeAttachmentUsage": "Shader"
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},
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// Input/Outputs
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{
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"Name": "DepthStencil",
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@@ -32,6 +32,10 @@
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"Name": "LightListRemapped",
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"SlotType": "Input"
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},
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{
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"Name": "InputLinearDepth",
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"SlotType": "Input"
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},
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// Input/Outputs...
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{
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"Name": "DepthStencil",
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@@ -91,6 +95,13 @@
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"Attachment": "LightListRemapped"
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}
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},
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{
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"LocalSlot": "InputLinearDepth",
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"AttachmentRef": {
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"Pass": "Parent",
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"Attachment": "InputLinearDepth"
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}
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},
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// Input/Outputs...
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{
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"LocalSlot": "DepthStencil",
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@@ -35,4 +35,5 @@ ShaderResourceGroup PassSrg : SRG_PerPass
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Texture2D<uint4> m_tileLightData;
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StructuredBuffer<uint> m_lightListRemapped;
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Texture2D<float> m_linearDepthTexture;
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}
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