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HDRenderLoop: few fix on cluster FPTL, still not work yet
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-3
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2 files changed

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Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/Resources/lightlistbuild-clustered.compute

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -348,7 +348,7 @@ void LIGHTLISTGEN(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID)
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{
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uint lightCategory = _LightShapeData[coarseList[l]].lightCategory;
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++modelListCount[lightCategory == REFLECTION_LIGHT ? 1 : 0];
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g_vLayeredLightList[offs++] = coarseList[l]; // reflection lights will be last since we sorted
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g_vLayeredLightList[offs++] = _LightShapeData[coarseList[l]].lightIndex; // reflection lights will be last since we sorted
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}
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}
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Assets/ScriptableRenderLoop/HDRenderLoop/Lighting/TilePass/TilePass.hlsl

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -33,10 +33,10 @@ uint g_isLogBaseBufferEnabled;
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uint _UseTileLightList;
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//#endif
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#ifdef USE_CLUSTERED_LIGHTLIST
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//#ifdef USE_CLUSTERED_LIGHTLIST
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Buffer<uint> g_vLayeredOffsetsBuffer;
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Buffer<float> g_logBaseBuffer;
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#endif
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//#endif
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// TODO: Need to correctly define the shadow framework, WIP
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#include "../SinglePass/SinglePass.hlsl"

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