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Copy file name to clipboardExpand all lines: Assets/ScriptableRenderLoop/HDRenderLoop/HDRenderLoop.cs
+13-23Lines changed: 13 additions & 23 deletions
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@@ -152,14 +152,10 @@ public TextureSettings textureSettings
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RenderTargetIdentifierm_DistortionBufferRT;
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// Detect when windows size is changing
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intm_currentWidth;
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intm_currentHeight;
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intm_WidthOnRecord;
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intm_HeightOnRecord;
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// Keep these settings safe to recover when leaving the render pipeline
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boolpreviousLightsUseLinearIntensity;
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boolpreviousLightsUseCCT;
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// This must be allocate outside of Build() else the option in the class can't be set in the inspector (as it will in this case recreate the class with default value)
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// This must be allocate outside of Rebuild() else the option in the class can't be set in the inspector (as it will in this case recreate the class with default value)
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BaseLightLoopm_lightLoop=newTilePass.LightLoop();
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publicBaseLightLooplightLoop
@@ -168,7 +164,7 @@ public BaseLightLoop lightLoop
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}
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// TODO: Find a way to automatically create/iterate through deferred material
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// TODO TO CHECK: SebL I move allocation from Build() to here, but there was a comment "// Our object can be garbage collected, so need to be allocate here", it is still true ?
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// TODO TO CHECK: SebL I move allocation from Rebuild() to here, but there was a comment "// Our object can be garbage collected, so need to be allocate here", it is still true ?
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